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Timestamp:
Oct 5, 2009, 5:02:25 PM (15 years ago)
Author:
landauf
Message:

More changes in the event-system: processEvent() is now locally executed in BaseObject. The event states (like activity, visibility, …) are now defined in XMLEventPort, a function which closely resembles XMLPort. This function is used to define event states and to parse event sources from XML.

Connected the main-state directly with the event-system. After a state was declared as the "main state", the Functor from the corresponding EventState-object is used to call the function. This reduces the redundancy of declaring event-states and main-states separately. Of course only boolean event-states (like activity or visibility) can be used as main-state, while memoryless states (like spawn in ParticleSpawner) and individual states which need the triggering object (like execute in QuestEffectBeacon) won't work.

File:
1 edited

Legend:

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  • code/branches/core5/src/modules/questsystem/QuestEffectBeacon.h

    r5738 r5879  
    8686
    8787            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); //!< Method for creating a QuestEffectBeacon object through XML.
    88 
    89             virtual void processEvent(Event& event); //!< Processes an event for this QuestEffectBeacon.
     88            virtual void XMLEventPort(Element& xmlelement, XMLPort::Mode mode);
    9089
    9190            bool execute(bool b, PlayerTrigger* trigger); //!< Executes the QuestEffects of the QuestEffectBeacon.
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