Files
UwU-Engine/Core/Game/World/World.h
T
2025-10-10 19:39:30 +07:00

75 lines
1.7 KiB
C++

#pragma once
#include <list>
#include <vector>
#include <string>
#include "RTTI.h"
#include "Game/Actors/Actor.h"
#include "Game/Actors/Mesh/Mesh.hpp"
class GameInstance;
class World : public ISave
{
GameInstance& game_instance;
// Actors only
std::list<Actor*> actors;
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, class Container = std::vector<T*>>
Container GetActorsByClass()
{
Container list;
for (auto i = actors.cbegin(); i != actors.cend(); ++i)
{
if (T* cast_object = RTTI::dyn_cast<T>(*i))
list.push_back(cast_object);
}
return list;
}
template<class T>
T* SpawnActorFormClass(const Vector3D& loc = { 0, 0, 0 }, const Vector3D& rot = { 0, 0, 0 })
{
T* object = new T();
object->SetActorLocate(loc);
object->SetActorRotate(rot);
actors.push_back(object);
return object;
}
template<class T, class Container = std::vector<T*>>
Container GetActorsByTag(std::string tag)
{
Container container;
for (auto& i : actors)
{
const std::list<std::string>& tags = i->GetTags();
for (auto& j : tags)
{
if (j == tag)
container.push_back(i);
}
}
return container;
}
};