/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ // Original file Copyright Crytek GMBH or its affiliates, used under license. #pragma once #ifndef CRYINCLUDE_EDITOR_MISSIONSCRIPT_H #define CRYINCLUDE_EDITOR_MISSIONSCRIPT_H class CMissionScript { private: QString m_sFilename; QStringList m_methods; QStringList m_events; public: CMissionScript(); virtual ~CMissionScript(); void SetScriptFile(const QString& file); bool Load(); void Edit(); //! Call on reset of mission. void OnReset(); //! Get Lua filename. const QString& GetFilename() { return m_sFilename; } ////////////////////////////////////////////////////////////////////////// int GetMethodCount() { return m_methods.size(); } const QString& GetMethod(int i) { return m_methods[i]; } ////////////////////////////////////////////////////////////////////////// int GetEventCount() { return m_events.size(); } const QString& GetEvent(int i) { return m_events[i]; } }; #endif // CRYINCLUDE_EDITOR_MISSIONSCRIPT_H