feat: add Activateable in Lightkeeper

This commit is contained in:
2026-10-17 17:00:00 +02:00
parent 89a168f76d
commit 70c940c476
13 changed files with 354 additions and 5 deletions
@@ -0,0 +1,20 @@
#ifndef LIGHTKEEPER_ACTIVATABLE_H
#define LIGHTKEEPER_ACTIVATABLE_H
#include <destrum/Event.h>
#include <destrum/ObjectModel/Component.h>
class Activatable : public Component {
public:
void Activate(GameObject& instigator);
Event<GameObject&> OnActivated;
protected:
Activatable(GameObject& parent, const std::string& name)
: Component(parent, name) {}
virtual void OnActivate(GameObject& instigator) = 0;
};
#endif // LIGHTKEEPER_ACTIVATABLE_H
+50
View File
@@ -0,0 +1,50 @@
#ifndef LIGHTKEEPER_DOOR_H
#define LIGHTKEEPER_DOOR_H
#include <components/Activatable.h>
#include <glm/vec3.hpp>
class Door final : public Activatable {
public:
explicit Door(GameObject& parent);
std::string GetTypeName() const override { return "Door"; }
void Start() override;
void Update(float dt) override;
nlohmann::json Serialize() const override;
void Deserialize(const nlohmann::json& data) override;
void ImGuiInspector() override;
void Open() { m_IsOpen = true; }
void Close() { m_IsOpen = false; }
void Toggle() { m_IsOpen = !m_IsOpen; }
[[nodiscard]] bool IsOpen() const { return m_IsOpen; }
[[nodiscard]] float GetOpenAmount() const { return m_OpenAmount; }
void SetOpenOffset(const glm::vec3& offset) { m_OpenOffset = offset; }
void SetOpenDuration(float seconds) { m_OpenDuration = seconds; }
void SetToggleable(bool toggleable) { m_Toggleable = toggleable; }
protected:
void OnActivate(GameObject& instigator) override;
private:
[[nodiscard]] glm::vec3 GetOffsetFor(float openAmount) const;
void ApplyPosition();
glm::vec3 m_OpenOffset{0.0f, -2.4f, 0.0f};
float m_OpenDuration{1.0f};
bool m_Toggleable{true};
bool m_IsOpen{false};
float m_OpenAmount{0.0f};
glm::vec3 m_ClosedPosition{0.0f};
bool m_Started{false};
};
#endif // LIGHTKEEPER_DOOR_H
@@ -1,12 +1,14 @@
#ifndef LIGHTKEEPER_GAMECOMPONENTLIST_H
#define LIGHTKEEPER_GAMECOMPONENTLIST_H
#include <components/Door.h>
#include <components/FirstPersonController.h>
#include <components/InteractableButton.h>
#include <components/PrintComponent.h>
#include <components/TriggerLoggerComponent.h>
#define LIGHTKEEPER_GAME_COMPONENTS(X) \
X(Door) \
X(FirstPersonController) \
X(InteractableButton) \
X(PrintComponent) \
@@ -4,6 +4,9 @@
#include <components/Interactable.h>
#include <cstddef>
#include <vector>
#include <destrum/ObjectModel/ObjectId.h>
class InteractableButton final : public Interactable {
public:
@@ -21,11 +24,19 @@ public:
[[nodiscard]] std::size_t GetColorIndex() const { return m_ColorIndex; }
[[nodiscard]] int GetPressCount() const { return m_PressCount; }
// Every Activatable on a target object is activated when the button is pressed
void AddTarget(const GameObject& target);
void RemoveTarget(ObjectId target);
[[nodiscard]] const std::vector<ObjectId>& GetTargets() const { return m_Targets; }
private:
void ApplyColor();
void ActivateTargets(GameObject& interactor);
void DrawTargetsInspector();
std::size_t m_ColorIndex{0};
int m_PressCount{0};
std::vector<ObjectId> m_Targets;
};
#endif // LIGHTKEEPER_INTERACTABLEBUTTON_H