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* Add `PickedInstancesCount` and `SceneInstancesCount` expressions, to replace `Count`. These expressions don't do any "picking" of instances, so they are safe to use anywhere without "weird" side effects. * Equivalent conditions are available for all objects. These conditions allow to check at any point in your events the number of instances living on the scene or picked by actions/conditions. * This is useful to check if enough objects are picked by a condition before launching an action. * Because this condition does not change the already picked objects, it's safe to use anywhere without any side effect. Only show the rest in the developer changelog: * Allow to read events missing some fields (like `disabled`, `folded`). * Reduce the useless information stored in project JSON files by not storing the fields if they have their default value.
75 lines
2.4 KiB
C++
75 lines
2.4 KiB
C++
/*
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* GDevelop Core
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* Copyright 2008-2016 Florian Rival (Florian.Rival@gmail.com). All rights
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* reserved. This project is released under the MIT License.
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*/
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#include "StandardEvent.h"
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#include "GDCore/CommonTools.h"
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#include "GDCore/Events/CodeGeneration/EventsCodeGenerationContext.h"
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#include "GDCore/Events/CodeGeneration/EventsCodeGenerator.h"
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#include "GDCore/Events/Serialization.h"
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#include "GDCore/Serialization/SerializerElement.h"
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using namespace std;
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namespace gd {
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StandardEvent::StandardEvent() : BaseEvent() {}
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StandardEvent::~StandardEvent(){};
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vector<const gd::InstructionsList*> StandardEvent::GetAllConditionsVectors()
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const {
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vector<const gd::InstructionsList*> allConditions;
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allConditions.push_back(&conditions);
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return allConditions;
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}
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vector<const gd::InstructionsList*> StandardEvent::GetAllActionsVectors()
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const {
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vector<const gd::InstructionsList*> allActions;
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allActions.push_back(&actions);
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return allActions;
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}
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vector<gd::InstructionsList*> StandardEvent::GetAllConditionsVectors() {
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vector<gd::InstructionsList*> allConditions;
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allConditions.push_back(&conditions);
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return allConditions;
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}
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vector<gd::InstructionsList*> StandardEvent::GetAllActionsVectors() {
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vector<gd::InstructionsList*> allActions;
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allActions.push_back(&actions);
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return allActions;
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}
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void StandardEvent::SerializeTo(SerializerElement& element) const {
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gd::EventsListSerialization::SerializeInstructionsTo(
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conditions, element.AddChild("conditions"));
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gd::EventsListSerialization::SerializeInstructionsTo(
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actions, element.AddChild("actions"));
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gd::EventsListSerialization::SerializeEventsTo(events,
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element.AddChild("events"));
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}
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void StandardEvent::UnserializeFrom(gd::Project& project,
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const SerializerElement& element) {
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gd::EventsListSerialization::UnserializeInstructionsFrom(
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project, conditions, element.GetChild("conditions", 0, "Conditions"));
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gd::EventsListSerialization::UnserializeInstructionsFrom(
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project, actions, element.GetChild("actions", 0, "Actions"));
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events.Clear();
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if (element.HasChild("events", "Events")) {
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gd::EventsListSerialization::UnserializeEventsFrom(
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project, events, element.GetChild("events", 0, "Events"));
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}
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}
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} // namespace gd
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