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//===========================================================================
// Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved.
//
// Component: AutomaticDoor
//
// Description: AutomaticDoor is an AnimSwitch (See actionbuttonhandler) where,
// upon entering the associated trigger volume, the animation will
// play forward until the end. On exiting the trigger volume, the
// animation will play in the reverse direction
//
// Authors: Michael Riegger
//
//===========================================================================
// Recompilation protection flag.
#ifndef AUTOMATIC_H
#define AUTOMATIC_H
//===========================================================================
// Nested Includes
//===========================================================================
#include <ai/actionbuttonhandler.h>
//===========================================================================
// Forward References
//===========================================================================
//===========================================================================
// Constants, Typedefs, and Macro Definitions (needed by external clients)
//===========================================================================
//===========================================================================
// Interface Definitions
//===========================================================================
//===========================================================================
//
// Description:
// Behaves like a sliding door would
//
// Constraints:
//
//===========================================================================
namespace ActionButton
{
class AutomaticDoor : public AnimSwitch
{
public:
AutomaticDoor( ActionEventLocator* pActionEventLocator );
virtual ~AutomaticDoor();
static ButtonHandler* NewAction( ActionEventLocator* pActionEventLocator )
{
return new AutomaticDoor( pActionEventLocator );
}
protected:
virtual void OnEnter( Character* pCharacter );
virtual void OnExit( Character* pCharacter );
virtual bool OnButtonPressed( Character* pCharacter, Sequencer* pSeq ) { return false; }
protected:
// Number of characters currently residing in the trigger volume
int mCharacterCount;
private:
// These methods defined as private and not implemented ensure that
// clients will not be able to use them. For example, we will
// disallow AutomaticDoor from being copied and assigned.
AutomaticDoor( const AutomaticDoor& );
AutomaticDoor& operator=( const AutomaticDoor& );
};
};
#endif
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