GoldNotch Posted November 9, 2015 Share Posted November 9, 2015 For example, I create new class in c++ code. In API.cpp I can create new object on base of this class, but in Editor i can't create this object. An i want to learn: Can I create object on base of c++ classes in editor. Thanks in advance. Quote Link to comment Share on other sites More sharing options...
Rick Posted November 9, 2015 Share Posted November 9, 2015 The editor doesn't know anything about what you do in C++. If you want your classes to be associated with entities in the editor you will have to loop over all entities after you load the map in C++ and then assign them yourself. You'll most likely want some kind of system to make that link yourself but because this is C++ and not very dynamic it'll be some hard coding going on. For example, you could make a lua script that has a Script property and in it's Start() function you assign whatever value you typed into it to the entity key/value system (self.entity:SetKeyValue("type", self.Type)). Then in C++ after you load your map loop over all entities and get the "type" key and use it's value against some hardcoded string's to C++ classes foreach(auto e in world->entities) { string key = e->GetKeyValue("type") if(key == "Player") player = new Player(e); if(key == "Enemy") enemy = new Enemy(e) } The above is just some pseudo code example on how you could do this. 1 Quote Link to comment Share on other sites More sharing options...
f13rce Posted November 9, 2015 Share Posted November 9, 2015 What you can do as well is to create empty pivots in the scene and name them something like SPAWN_ENEMY. Then you can have a C++ class that does something like this: // Pre-define variables we need bool foundNewPivot = false; Entity *e = NULL; // Start the search for every pivot named "SPAWN_ENEMY" do { foundNewPivot = false; // Default on 'not found' e = world->FindEntity("SPAWN_ENEMY"); // Find a pivot named like this if (e != NULL) // If it exists { /* Create an object, in this case an enemy. It is recommended to store enemy in a list (like a vector) so you can update it later */ Enemy *enemy = new Enemy(args); enemy->SetPosition( e->GetPosition() ); enemy->SetRotation( e->GetRotation() ); // enemies.push_back(enemy); // Like this, assuming you made std::vector<Enemy*> enemies before e->SetKeyValue("name", "SPAWN_ENEMY_PROCESSED"); // You can also store this in an array/vector for later use (like respawning). // The reason you need to rename the pivot is that it cannot be found anymore during this loop. foundNewPivot = true; // Keep searching for spawns } } while (foundNewPivot == true); // End this while loop when no new pivot was found You can use this for units, pickups, respawns or anything else you want to do with it. Quote Using Leadwerks Professional Edition (Beta), mainly using C++. Windows 10 / Linux Mint, Visual Studio 2017. GPU: NVidia GeForce GTX970, CPU: Intel i7 7700K @ 4.20 GHz Previously known as Evayr. Link to comment Share on other sites More sharing options...
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