#include "precompiled.h" #include "PaintObjectCommand.h" #include "UnitManager.h" #include "ObjectEntry.h" #include "Model.h" #include "Unit.h" #include "Game.h" #include "BaseEntity.h" #include "BaseEntityCollection.h" #include "EntityManager.h" #include "ObjectManager.h" CPaintObjectCommand::CPaintObjectCommand(CObjectThing* object,const CMatrix3D& transform) : m_Thing(object), m_Transform(transform), m_Entity() { } CPaintObjectCommand::~CPaintObjectCommand() { } void CPaintObjectCommand::Execute() { m_Thing->Create(m_Transform, 1); } void CPaintObjectCommand::UpdateTransform(CMatrix3D& transform) { m_Thing->SetTransform(transform); } ////////////////////////////////////////////////////////////////////////////////////////////////// // Finalize: notification that command has finished (ie object stopped rotating) - convert // unit to entity if there's a template for it void CPaintObjectCommand::Finalize() { // CBaseEntity* templateObject = g_EntityTemplateCollection.getTemplateByActor(m_Object); // if( templateObject ) // { // CVector3D orient = m_Unit->GetModel()->GetTransform().GetIn(); // CVector3D position = m_Unit->GetModel()->GetTransform().GetTranslation(); // g_UnitMan.RemoveUnit(m_Unit); // HEntity ent = g_EntityManager.create( templateObject, position, atan2( -orient.X, -orient.Z ) ); // ent->SetPlayer(g_Game->GetPlayer(1)); // } } void CPaintObjectCommand::Undo() { // remove model from unit managers list // g_UnitMan.RemoveUnit(m_Unit); } void CPaintObjectCommand::Redo() { // add the unit back to the unit manager // g_UnitMan.AddUnit(m_Unit); }