/* * 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. // Description : Exposes basic Actor System to the Script System. #ifndef CRYINCLUDE_CRYACTION_SCRIPTBIND_ACTORSYSTEM_H #define CRYINCLUDE_CRYACTION_SCRIPTBIND_ACTORSYSTEM_H #pragma once #include #include struct IActorSystem; struct IGameFramework; class CScriptBind_ActorSystem : public CScriptableBase { public: CScriptBind_ActorSystem(ISystem* pSystem, IGameFramework* pGameFW); virtual ~CScriptBind_ActorSystem(); void Release() { delete this; }; virtual void GetMemoryUsage(ICrySizer* pSizer) const { pSizer->AddObject(this, sizeof(*this)); } //! ActorSystem.CreateActor( channelId, actorParams ) //! Identifier for the network channel. //! Parameters for the actor. //! Creates an actor. int CreateActor(IFunctionHandler* pH, ScriptHandle channelId, SmartScriptTable actorParams); //! System.IsAPlayer() //! Checks if the entityId is the same as the Id associated with the player int IsPlayer(IFunctionHandler* pH, ScriptHandle entityId); private: void RegisterGlobals(); void RegisterMethods(); ISystem* m_pSystem; IGameFramework* m_pGameFW; }; #endif // CRYINCLUDE_CRYACTION_SCRIPTBIND_ACTORSYSTEM_H