sync btree constructor refactor
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236c7f0c51
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@ -94,7 +94,7 @@ public class ClientAttackTree implements BehaviorTree {
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String projectileToFire = null;
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String attackingPoint = null;
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public ClientAttackTree(Entity e){
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private ClientAttackTree(Entity e, Object ... params){
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setState(AttackTreeState.IDLE);
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setDriftState(AttackTreeDriftState.NO_DRIFT);
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parent = e;
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@ -461,16 +461,14 @@ public class ClientAttackTree implements BehaviorTree {
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* </p>
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* @param entity The entity to attach to
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* @param tree The behavior tree to attach
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* @param params Optional parameters that will be provided to the constructor
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*/
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public static ClientAttackTree attachTree(Entity parent){
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ClientAttackTree rVal = new ClientAttackTree(parent);
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//put manual code here (setting params, etc)
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public static ClientAttackTree attachTree(Entity parent, Object ... params){
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ClientAttackTree rVal = new ClientAttackTree(parent,params);
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//!!WARNING!! from here below should not be touched
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//This was generated automatically to properly alert various systems that the btree exists and should be tracked
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parent.putData(EntityDataStrings.TREE_CLIENTATTACKTREE, rVal);
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Globals.clientScene.registerBehaviorTree(rVal);
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Globals.clientSceneWrapper.getScene().registerBehaviorTree(rVal);
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Globals.entityValueTrackingService.attachTreeToEntity(parent, BehaviorTreeIdEnums.BTREE_CLIENTATTACKTREE_ID);
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return rVal;
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}
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@ -80,7 +80,7 @@ public class ServerAttackTree implements BehaviorTree {
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String projectileToFire = null;
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String attackingPoint = null;
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public ServerAttackTree(Entity e){
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private ServerAttackTree(Entity e, Object ... params){
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state = AttackTreeState.IDLE;
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driftState = AttackTreeDriftState.NO_DRIFT;
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parent = e;
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@ -517,9 +517,10 @@ public class ServerAttackTree implements BehaviorTree {
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* </p>
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* @param entity The entity to attach to
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* @param tree The behavior tree to attach
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* @param params Optional parameters that will be provided to the constructor
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*/
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public static ServerAttackTree attachTree(Entity parent){
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ServerAttackTree rVal = new ServerAttackTree(parent);
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public static ServerAttackTree attachTree(Entity parent, Object ... params){
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ServerAttackTree rVal = new ServerAttackTree(parent,params);
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//put manual code here (setting params, etc)
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@ -49,9 +49,9 @@ public class ClientBlockTree implements BehaviorTree {
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/**
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* Constructor
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*/
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private ClientBlockTree(Entity parent, BlockSystem blockSystem){
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private ClientBlockTree(Entity parent, Object ... params){
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this.parent = parent;
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this.blockSystem = blockSystem;
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this.blockSystem = (BlockSystem)params[0];
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this.stateTransitionUtil = StateTransitionUtil.create(parent, false, new StateTransitionUtilItem[]{
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StateTransitionUtilItem.create(
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BlockState.WIND_UP,
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@ -129,12 +129,10 @@ public class ClientBlockTree implements BehaviorTree {
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* </p>
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* @param entity The entity to attach to
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* @param tree The behavior tree to attach
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* @param params Optional parameters that will be provided to the constructor
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*/
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public static ClientBlockTree attachTree(Entity parent, BlockSystem blockSystem){
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ClientBlockTree rVal = new ClientBlockTree(parent, blockSystem);
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//put manual code here (setting params, etc)
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public static ClientBlockTree attachTree(Entity parent, Object ... params){
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ClientBlockTree rVal = new ClientBlockTree(parent,params);
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//!!WARNING!! from here below should not be touched
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//This was generated automatically to properly alert various systems that the btree exists and should be tracked
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parent.putData(EntityDataStrings.TREE_CLIENTBLOCKTREE, rVal);
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@ -44,9 +44,9 @@ public class ServerBlockTree implements BehaviorTree {
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/**
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* Constructor
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*/
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private ServerBlockTree(Entity parent, BlockSystem blockSystem){
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private ServerBlockTree(Entity parent, Object ... params){
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this.parent = parent;
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this.blockSystem = blockSystem;
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this.blockSystem = (BlockSystem)params[0];
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this.stateTransitionUtil = StateTransitionUtil.create(parent, true, new StateTransitionUtilItem[]{
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StateTransitionUtilItem.create(
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BlockState.WIND_UP,
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@ -156,9 +156,10 @@ public class ServerBlockTree implements BehaviorTree {
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* </p>
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* @param entity The entity to attach to
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* @param tree The behavior tree to attach
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* @param params Optional parameters that will be provided to the constructor
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*/
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public static ServerBlockTree attachTree(Entity parent, BlockSystem blockSystem){
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ServerBlockTree rVal = new ServerBlockTree(parent, blockSystem);
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public static ServerBlockTree attachTree(Entity parent, Object ... params){
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ServerBlockTree rVal = new ServerBlockTree(parent,params);
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//put manual code here (setting params, etc)
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@ -49,7 +49,8 @@ public class ClientEquipState implements BehaviorTree {
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* @param parent the entity this is attached to
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* @param equipPoints the list of available points
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*/
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private ClientEquipState(Entity parent, List<EquipPoint> equipPoints){
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private ClientEquipState(Entity parent, Object ... params){
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List<EquipPoint> equipPoints = (List)params[0];
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this.parent = parent;
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for(EquipPoint point : equipPoints){
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this.equipPoints.add(point);
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@ -418,16 +419,14 @@ public class ClientEquipState implements BehaviorTree {
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* </p>
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* @param entity The entity to attach to
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* @param tree The behavior tree to attach
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* @param params Optional parameters that will be provided to the constructor
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*/
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public static ClientEquipState attachTree(Entity parent, List<EquipPoint> equipPoints){
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ClientEquipState rVal = new ClientEquipState(parent, equipPoints);
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//put manual code here (setting params, etc)
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public static ClientEquipState attachTree(Entity parent, Object ... params){
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ClientEquipState rVal = new ClientEquipState(parent,params);
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//!!WARNING!! from here below should not be touched
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//This was generated automatically to properly alert various systems that the btree exists and should be tracked
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parent.putData(EntityDataStrings.TREE_CLIENTEQUIPSTATE, rVal);
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Globals.clientScene.registerBehaviorTree(rVal);
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Globals.clientSceneWrapper.getScene().registerBehaviorTree(rVal);
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Globals.entityValueTrackingService.attachTreeToEntity(parent, BehaviorTreeIdEnums.BTREE_CLIENTEQUIPSTATE_ID);
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return rVal;
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}
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@ -58,7 +58,8 @@ public class ServerEquipState implements BehaviorTree {
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//the map of equip point id -> entity equipped at said point
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Map<String,Entity> equipMap = new HashMap<String,Entity>();
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public ServerEquipState(Entity parent, List<EquipPoint> equipPoints){
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public ServerEquipState(Entity parent, Object ... params){
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List<EquipPoint> equipPoints = (List)params[0];
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this.parent = parent;
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for(EquipPoint point : equipPoints){
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this.equipPoints.add(point);
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@ -430,9 +431,10 @@ public class ServerEquipState implements BehaviorTree {
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* </p>
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* @param entity The entity to attach to
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* @param tree The behavior tree to attach
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* @param params Optional parameters that will be provided to the constructor
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*/
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public static ServerEquipState attachTree(Entity parent, List<EquipPoint> equipPoints){
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ServerEquipState rVal = new ServerEquipState(parent, equipPoints);
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public static ServerEquipState attachTree(Entity parent, Object ... params){
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ServerEquipState rVal = new ServerEquipState(parent,params);
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//put manual code here (setting params, etc)
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@ -51,12 +51,13 @@ public class ClientGravityTree implements BehaviorTree {
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List<EntityMessage> networkMessageQueue = new CopyOnWriteArrayList<EntityMessage>();
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private ClientGravityTree(Entity e, Collidable collidable, DBody body, int fallFrame){
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private ClientGravityTree(Entity e, Object ... params){
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//Collidable collidable, DBody body, int fallFrame
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state = GravityTreeState.ACTIVE;
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parent = e;
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this.body = body;
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this.collidable = collidable;
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this.fallFrame = fallFrame;
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this.collidable = (Collidable)params[0];
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this.body = (DBody)params[1];
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this.fallFrame = (int)params[2];
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}
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// public void setCollisionObject(CollisionObject body, Collidable collidable){
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@ -197,16 +198,14 @@ public class ClientGravityTree implements BehaviorTree {
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* </p>
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* @param entity The entity to attach to
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* @param tree The behavior tree to attach
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* @param params Optional parameters that will be provided to the constructor
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*/
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public static ClientGravityTree attachTree(Entity parent, Collidable collidable, DBody body, int fallFrame){
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ClientGravityTree rVal = new ClientGravityTree(parent, collidable, body, fallFrame);
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//put manual code here (setting params, etc)
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public static ClientGravityTree attachTree(Entity parent, Object ... params){
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ClientGravityTree rVal = new ClientGravityTree(parent,params);
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//!!WARNING!! from here below should not be touched
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//This was generated automatically to properly alert various systems that the btree exists and should be tracked
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parent.putData(EntityDataStrings.TREE_CLIENTGRAVITY, rVal);
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Globals.clientScene.registerBehaviorTree(rVal);
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Globals.clientSceneWrapper.getScene().registerBehaviorTree(rVal);
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Globals.entityValueTrackingService.attachTreeToEntity(parent, BehaviorTreeIdEnums.BTREE_CLIENTGRAVITY_ID);
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return rVal;
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}
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@ -50,12 +50,13 @@ public class ServerGravityTree implements BehaviorTree {
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List<EntityMessage> networkMessageQueue = new CopyOnWriteArrayList<EntityMessage>();
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private ServerGravityTree(Entity e, Collidable collidable, DBody body, int fallFrame){
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private ServerGravityTree(Entity e, Object ... params){
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//Collidable collidable, DBody body, int fallFrame
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state = GravityTreeState.ACTIVE;
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parent = e;
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this.body = body;
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this.collidable = collidable;
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this.fallFrame = fallFrame;
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this.collidable = (Collidable)params[0];
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this.body = (DBody)params[1];
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this.fallFrame = (int)params[2];
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}
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// public void setCollisionObject(CollisionObject body, Collidable collidable){
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@ -224,9 +225,10 @@ public class ServerGravityTree implements BehaviorTree {
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* </p>
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* @param entity The entity to attach to
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* @param tree The behavior tree to attach
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* @param params Optional parameters that will be provided to the constructor
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*/
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public static ServerGravityTree attachTree(Entity parent, Collidable collidable, DBody body, int fallFrame){
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ServerGravityTree rVal = new ServerGravityTree(parent,collidable,body,fallFrame);
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public static ServerGravityTree attachTree(Entity parent, Object ... params){
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ServerGravityTree rVal = new ServerGravityTree(parent,params);
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//put manual code here (setting params, etc)
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@ -42,7 +42,7 @@ public class ClientIdleTree implements BehaviorTree {
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* Creates an idle tree
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* @param e the entity to attach the tree to
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*/
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public ClientIdleTree(Entity e){
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public ClientIdleTree(Entity e, Object ... params){
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state = IdleTreeState.IDLE;
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parent = e;
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//check if this is a creature, if so add its idle data
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@ -134,16 +134,14 @@ public class ClientIdleTree implements BehaviorTree {
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* </p>
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* @param entity The entity to attach to
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* @param tree The behavior tree to attach
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* @param params Optional parameters that will be provided to the constructor
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*/
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public static ClientIdleTree attachTree(Entity parent){
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ClientIdleTree rVal = new ClientIdleTree(parent);
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//put manual code here (setting params, etc)
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public static ClientIdleTree attachTree(Entity parent, Object ... params){
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ClientIdleTree rVal = new ClientIdleTree(parent,params);
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//!!WARNING!! from here below should not be touched
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//This was generated automatically to properly alert various systems that the btree exists and should be tracked
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parent.putData(EntityDataStrings.TREE_IDLE, rVal);
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Globals.clientScene.registerBehaviorTree(rVal);
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Globals.clientSceneWrapper.getScene().registerBehaviorTree(rVal);
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Globals.entityValueTrackingService.attachTreeToEntity(parent, BehaviorTreeIdEnums.BTREE_IDLE_ID);
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return rVal;
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}
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@ -46,10 +46,10 @@ public class ServerIdleTree implements BehaviorTree {
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* Creates a server idle tree
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* @param e The entity to attach it to
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*/
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public ServerIdleTree(Entity e, IdleData idleData){
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public ServerIdleTree(Entity e, Object ... params){
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state = IdleTreeState.IDLE;
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parent = e;
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this.idleData = idleData;
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this.idleData = (IdleData)params[0];
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}
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/**
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@ -166,9 +166,10 @@ public class ServerIdleTree implements BehaviorTree {
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* </p>
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* @param entity The entity to attach to
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* @param tree The behavior tree to attach
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* @param params Optional parameters that will be provided to the constructor
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*/
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public static ServerIdleTree attachTree(Entity parent, IdleData idleData){
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ServerIdleTree rVal = new ServerIdleTree(parent, idleData);
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public static ServerIdleTree attachTree(Entity parent, Object ... params){
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ServerIdleTree rVal = new ServerIdleTree(parent,params);
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//put manual code here (setting params, etc)
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@ -79,12 +79,10 @@ public class ClientLifeTree implements BehaviorTree {
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* </p>
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* @param entity The entity to attach to
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* @param tree The behavior tree to attach
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* @param params Optional parameters that will be provided to the constructor
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*/
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public static ClientLifeTree attachTree(Entity parent, HealthSystem healthSystem){
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ClientLifeTree rVal = new ClientLifeTree(parent,healthSystem);
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//put manual code here (setting params, etc)
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public static ClientLifeTree attachTree(Entity parent, Object ... params){
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ClientLifeTree rVal = new ClientLifeTree(parent,params);
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//!!WARNING!! from here below should not be touched
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//This was generated automatically to properly alert various systems that the btree exists and should be tracked
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parent.putData(EntityDataStrings.TREE_CLIENTLIFETREE, rVal);
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@ -113,9 +111,9 @@ public class ClientLifeTree implements BehaviorTree {
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* </p>
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* @param parent The parent entity of this tree
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*/
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public ClientLifeTree(Entity parent, HealthSystem healthSystem){
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public ClientLifeTree(Entity parent, Object ... params){
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this.parent = parent;
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this.healthSystem = healthSystem;
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this.healthSystem = (HealthSystem)params[0];
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stateTransitionUtil = StateTransitionUtil.create(parent, false, new StateTransitionUtilItem[]{
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StateTransitionUtilItem.create(
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LifeStateEnum.DYING,
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@ -132,9 +132,10 @@ public class ServerLifeTree implements BehaviorTree {
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* </p>
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* @param entity The entity to attach to
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* @param tree The behavior tree to attach
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* @param params Optional parameters that will be provided to the constructor
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*/
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public static ServerLifeTree attachTree(Entity parent, HealthSystem healthSystem){
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ServerLifeTree rVal = new ServerLifeTree(parent, healthSystem);
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public static ServerLifeTree attachTree(Entity parent, Object ... params){
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ServerLifeTree rVal = new ServerLifeTree(parent,params);
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//put manual code here (setting params, etc)
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@ -166,13 +167,13 @@ public class ServerLifeTree implements BehaviorTree {
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* </p>
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* @param parent The parent entity of this tree
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*/
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public ServerLifeTree(Entity parent, HealthSystem healthSystem){
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public ServerLifeTree(Entity parent, Object ... params){
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this.parent = parent;
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this.lifeMax = healthSystem.getMaxHealth();
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this.healthSystem = (HealthSystem)params[0];
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this.lifeMax = this.healthSystem.getMaxHealth();
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this.lifeCurrent = this.lifeMax;
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this.iFrameMaxCount = healthSystem.getOnDamageIFrames();
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this.iFrameMaxCount = this.healthSystem.getOnDamageIFrames();
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this.iFrameCurrent = 0;
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this.healthSystem = healthSystem;
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stateTransitionUtil = StateTransitionUtil.create(parent, true, new StateTransitionUtilItem[]{
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StateTransitionUtilItem.create(
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LifeStateEnum.DYING,
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@ -110,9 +110,12 @@ public class ClientGroundMovementTree implements BehaviorTree {
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* Constructor
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* @param e The parent entity
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*/
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private ClientGroundMovementTree(Entity e){
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private ClientGroundMovementTree(Entity e, Object ... params){
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//Collidable collidable, GroundMovementSystem groundMovementData
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state = MovementTreeState.IDLE;
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parent = e;
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this.collidable = (Collidable)params[0];
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this.groundMovementData = (GroundMovementSystem)params[1];
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}
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/**
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@ -673,18 +676,14 @@ public class ClientGroundMovementTree implements BehaviorTree {
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* </p>
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* @param entity The entity to attach to
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* @param tree The behavior tree to attach
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* @param params Optional parameters that will be provided to the constructor
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*/
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public static ClientGroundMovementTree attachTree(Entity parent, Collidable collidable, GroundMovementSystem groundMovementData){
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ClientGroundMovementTree rVal = new ClientGroundMovementTree(parent);
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//put manual code here (setting params, etc)
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rVal.collidable = collidable;
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rVal.groundMovementData = groundMovementData;
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public static ClientGroundMovementTree attachTree(Entity parent, Object ... params){
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ClientGroundMovementTree rVal = new ClientGroundMovementTree(parent,params);
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//!!WARNING!! from here below should not be touched
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//This was generated automatically to properly alert various systems that the btree exists and should be tracked
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parent.putData(EntityDataStrings.TREE_CLIENTGROUNDMOVEMENTTREE, rVal);
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Globals.clientScene.registerBehaviorTree(rVal);
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Globals.clientSceneWrapper.getScene().registerBehaviorTree(rVal);
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Globals.entityValueTrackingService.attachTreeToEntity(parent, BehaviorTreeIdEnums.BTREE_CLIENTGROUNDMOVEMENTTREE_ID);
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return rVal;
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}
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@ -77,10 +77,12 @@ public class ServerGroundMovementTree implements BehaviorTree {
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Vector3d movementVector = new Vector3d(1,0,0);
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private ServerGroundMovementTree(Entity e){
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private ServerGroundMovementTree(Entity e, Object ... params){
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//Collidable collidable
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state = MovementTreeState.IDLE;
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facing = MovementRelativeFacing.FORWARD;
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parent = e;
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this.collidable = (Collidable)params[0];
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}
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public MovementTreeState getState(){
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@ -700,18 +702,17 @@ public class ServerGroundMovementTree implements BehaviorTree {
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* </p>
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* @param entity The entity to attach to
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* @param tree The behavior tree to attach
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* @param params Optional parameters that will be provided to the constructor
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*/
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public static ServerGroundMovementTree attachTree(Entity parent, Collidable collidable){
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ServerGroundMovementTree rVal = new ServerGroundMovementTree(parent);
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public static ServerGroundMovementTree attachTree(Entity parent, Object ... params){
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ServerGroundMovementTree rVal = new ServerGroundMovementTree(parent,params);
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//put manual code here (setting params, etc)
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rVal.collidable = collidable;
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//!!WARNING!! from here below should not be touched
|
||||
//This was generated automatically to properly alert various systems that the btree exists and should be tracked
|
||||
ServerBehaviorTreeUtils.attachBTreeToEntity(parent, rVal);
|
||||
parent.putData(EntityDataStrings.TREE_SERVERGROUNDMOVEMENTTREE, rVal);
|
||||
Globals.clientScene.registerBehaviorTree(rVal);
|
||||
Globals.entityValueTrackingService.attachTreeToEntity(parent, BehaviorTreeIdEnums.BTREE_SERVERGROUNDMOVEMENTTREE_ID);
|
||||
return rVal;
|
||||
}
|
||||
|
||||
@ -56,11 +56,11 @@ public class ClientJumpTree implements BehaviorTree {
|
||||
|
||||
static final float jumpFalloff = 0.99f;
|
||||
|
||||
public ClientJumpTree(Entity parent, JumpMovementSystem jumpData){
|
||||
public ClientJumpTree(Entity parent, Object ... params){
|
||||
this.parent = parent;
|
||||
this.jumpFrames = jumpData.getJumpFrames();
|
||||
this.jumpForce = jumpData.getJumpForce();
|
||||
this.jumpData = jumpData;
|
||||
this.jumpData = (JumpMovementSystem)params[0];
|
||||
this.jumpFrames = this.jumpData.getJumpFrames();
|
||||
this.jumpForce = this.jumpData.getJumpForce();
|
||||
}
|
||||
|
||||
public void start(){
|
||||
@ -163,12 +163,10 @@ public class ClientJumpTree implements BehaviorTree {
|
||||
* </p>
|
||||
* @param entity The entity to attach to
|
||||
* @param tree The behavior tree to attach
|
||||
* @param params Optional parameters that will be provided to the constructor
|
||||
*/
|
||||
public static ClientJumpTree attachTree(Entity parent, JumpMovementSystem jumpData){
|
||||
ClientJumpTree rVal = new ClientJumpTree(parent, jumpData);
|
||||
//put manual code here (setting params, etc)
|
||||
|
||||
|
||||
public static ClientJumpTree attachTree(Entity parent, Object ... params){
|
||||
ClientJumpTree rVal = new ClientJumpTree(parent,params);
|
||||
//!!WARNING!! from here below should not be touched
|
||||
//This was generated automatically to properly alert various systems that the btree exists and should be tracked
|
||||
parent.putData(EntityDataStrings.TREE_CLIENTJUMPTREE, rVal);
|
||||
|
||||
@ -48,11 +48,11 @@ public class ServerJumpTree implements BehaviorTree {
|
||||
|
||||
static final float jumpFalloff = 0.99f;
|
||||
|
||||
public ServerJumpTree(Entity parent, JumpMovementSystem jumpData){
|
||||
public ServerJumpTree(Entity parent, Object ... params){
|
||||
this.parent = parent;
|
||||
this.jumpFrames = jumpData.getJumpFrames();
|
||||
this.jumpForce = jumpData.getJumpForce();
|
||||
this.jumpData = jumpData;
|
||||
this.jumpData = (JumpMovementSystem)params[0];
|
||||
this.jumpFrames = this.jumpData.getJumpFrames();
|
||||
this.jumpForce = this.jumpData.getJumpForce();
|
||||
}
|
||||
|
||||
public void start(){
|
||||
@ -157,9 +157,10 @@ public class ServerJumpTree implements BehaviorTree {
|
||||
* </p>
|
||||
* @param entity The entity to attach to
|
||||
* @param tree The behavior tree to attach
|
||||
* @param params Optional parameters that will be provided to the constructor
|
||||
*/
|
||||
public static ServerJumpTree attachTree(Entity parent, JumpMovementSystem jumpData){
|
||||
ServerJumpTree rVal = new ServerJumpTree(parent, jumpData);
|
||||
public static ServerJumpTree attachTree(Entity parent, Object ... params){
|
||||
ServerJumpTree rVal = new ServerJumpTree(parent,params);
|
||||
//put manual code here (setting params, etc)
|
||||
|
||||
|
||||
|
||||
Loading…
Reference in New Issue
Block a user