Files
GDevelop/Core/GDCore/Events/Builtin/StandardEvent.cpp
Florian Rival 7597dbe0d1 Add (new) conditions and expressions to compare the number of instances picked or living on the scene (#3842)
* 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.
2022-04-23 16:35:10 +02:00

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2.4 KiB
C++

/*
* GDevelop Core
* Copyright 2008-2016 Florian Rival (Florian.Rival@gmail.com). All rights
* reserved. This project is released under the MIT License.
*/
#include "StandardEvent.h"
#include "GDCore/CommonTools.h"
#include "GDCore/Events/CodeGeneration/EventsCodeGenerationContext.h"
#include "GDCore/Events/CodeGeneration/EventsCodeGenerator.h"
#include "GDCore/Events/Serialization.h"
#include "GDCore/Serialization/SerializerElement.h"
using namespace std;
namespace gd {
StandardEvent::StandardEvent() : BaseEvent() {}
StandardEvent::~StandardEvent(){};
vector<const gd::InstructionsList*> StandardEvent::GetAllConditionsVectors()
const {
vector<const gd::InstructionsList*> allConditions;
allConditions.push_back(&conditions);
return allConditions;
}
vector<const gd::InstructionsList*> StandardEvent::GetAllActionsVectors()
const {
vector<const gd::InstructionsList*> allActions;
allActions.push_back(&actions);
return allActions;
}
vector<gd::InstructionsList*> StandardEvent::GetAllConditionsVectors() {
vector<gd::InstructionsList*> allConditions;
allConditions.push_back(&conditions);
return allConditions;
}
vector<gd::InstructionsList*> StandardEvent::GetAllActionsVectors() {
vector<gd::InstructionsList*> allActions;
allActions.push_back(&actions);
return allActions;
}
void StandardEvent::SerializeTo(SerializerElement& element) const {
gd::EventsListSerialization::SerializeInstructionsTo(
conditions, element.AddChild("conditions"));
gd::EventsListSerialization::SerializeInstructionsTo(
actions, element.AddChild("actions"));
gd::EventsListSerialization::SerializeEventsTo(events,
element.AddChild("events"));
}
void StandardEvent::UnserializeFrom(gd::Project& project,
const SerializerElement& element) {
gd::EventsListSerialization::UnserializeInstructionsFrom(
project, conditions, element.GetChild("conditions", 0, "Conditions"));
gd::EventsListSerialization::UnserializeInstructionsFrom(
project, actions, element.GetChild("actions", 0, "Actions"));
events.Clear();
if (element.HasChild("events", "Events")) {
gd::EventsListSerialization::UnserializeEventsFrom(
project, events, element.GetChild("events", 0, "Events"));
}
}
} // namespace gd