void Components_ComponentAdded(Type t, MyEntityComponentBase c) { // TODO: this has to be refactored because it is very dangerous - each component member set here can be overwritten with new one of the same base type // (assume more than one GameLogicComponent), components should support aggregates (parameter can be added to MyComponentTypeAttribute). if ((typeof(MyPhysicsComponentBase)).IsAssignableFrom(t)) m_physics = c as MyPhysicsComponentBase; else if ((typeof(MySyncComponentBase)).IsAssignableFrom(t)) m_syncObject = c as MySyncComponentBase; else if ((typeof(MyGameLogicComponent)).IsAssignableFrom(t)) m_gameLogic = c as MyGameLogicComponent; else if ((typeof(MyPositionComponentBase)).IsAssignableFrom(t)) { m_position = c as MyPositionComponentBase; if (m_position == null) PositionComp = new VRage.Game.Components.MyNullPositionComponent(); } else if ((typeof(MyHierarchyComponentBase)).IsAssignableFrom(t)) m_hierarchy = c as MyHierarchyComponent<MyEntity>; else if ((typeof(MyRenderComponentBase)).IsAssignableFrom(t)) { m_render = c as MyRenderComponentBase; if (m_render == null) Render = new VRage.Game.Components.MyNullRenderComponent(); } else if ((typeof(MyInventoryBase)).IsAssignableFrom(t)) { OnInventoryComponentAdded(c as MyInventoryBase); } }
void Components_ComponentRemoved(Type t, MyEntityComponentBase c) { // TODO: see comment at Components_ComponentAdded if ((typeof(MyPhysicsComponentBase)).IsAssignableFrom(t)) m_physics = null; else if ((typeof(MySyncComponentBase)).IsAssignableFrom(t)) m_syncObject = null; else if ((typeof(MyGameLogicComponent)).IsAssignableFrom(t)) m_gameLogic = null; else if ((typeof(MyPositionComponentBase)).IsAssignableFrom(t)) PositionComp = new VRage.Game.Components.MyNullPositionComponent(); else if ((typeof(MyHierarchyComponentBase)).IsAssignableFrom(t)) m_hierarchy = null; else if ((typeof(MyRenderComponentBase)).IsAssignableFrom(t)) { Render = new VRage.Game.Components.MyNullRenderComponent(); } else if ((typeof(MyInventoryBase)).IsAssignableFrom(t)) { OnInventoryComponentRemoved(c as MyInventoryBase); } }
public MyEntityGameLogic() { GameLogic = new MyNullGameLogicComponent(); }