Files
UwU-Engine/Core/Game/World/World.hpp
T

85 lines
2.1 KiB
C++

#pragma once
#include <list>
#include <unordered_map>
#include <vector>
#include <string>
#include "RTTI.h"
#include "Game/Actors/Actor.hpp"
#include "Types/object_ptr.hpp"
class GameInstance;
GENERATE_META(World);
class World : public ISave
{
GameInstance& game_instance;
std::unordered_map<std::string, UType::object_ptr<Actor>> actors_map;
public:
World(GameInstance& game_instance);
~World() override;
virtual void BeginPlay();
virtual void Tick(double delta_time);
GameInstance& GetGameInstance() const { return game_instance; }
#pragma region ISave
std::shared_ptr<SaveMap> save() override;
void load(std::shared_ptr<SaveMap> save) override;
#pragma endregion
template<class T>
std::vector<UType::object_ptr<T>> GetActorsByClass()
{
std::vector<UType::object_ptr<T>> list;
for (auto i = actors_map.cbegin(); i != actors_map.cend(); ++i)
{
if (T* cast_object = RTTI::dyn_cast<T, Actor>(i->second.get()))
list.push_back(UType::object_ptr<T>(cast_object));
}
return list;
}
template<class T>
UType::object_ptr<T> SpawnActorFormClass(std::string name, const Vector3D& loc = { 0, 0, 0 }, const Vector3D& rot = { 0, 0, 0 })
{
UType::object_ptr<T> object(new T());
object->SetActorLocate(loc);
object->SetActorRotate(rot);
static_cast<Actor*>(object)->world_ = this;
actors_map.try_emplace(name, object);
return object;
}
void DestroyActor(UType::object_ptr<Actor> ptr);
template<class T, class Container = std::vector<T*>>
Container GetActorsByTag(std::string tag)
{
Container container;
for (auto& i : actors_map)
{
const std::list<std::string>& tags = i.second->GetTags();
for (auto& j : tags)
{
if (j == tag)
container.push_back(i);
}
}
return container;
}
template<class T>
UType::object_ptr<T> GetActorByID(const std::string& id)
{
return actors_map[id];
}
};