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CRYENGINE Show CommunicationTestManager.h Source code

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  1. // Copyright 2001-2016 Crytek GmbH / Crytek Group. All rights reserved.
  2.  
  3. #ifndef __CommunicationTestManager_h__
  4. #define __CommunicationTestManager_h__
  5.  
  6. #pragma once
  7.  
  8. #include "CommunicationPlayer.h"
  9.  
  10. class CommunicationTestManager
  11.         : public CommunicationPlayer::ICommunicationFinishedListener
  12. {
  13. public:
  14.         CommunicationTestManager();
  15.  
  16.         void Reset();
  17.  
  18.         void StartFor(EntityId actorID, const char* commName, int variationNumber = 0);
  19.         void Stop(EntityId actorID);
  20.         void Update(float updateTime);
  21.  
  22. private:
  23.         // ICommunicationFinishedListener
  24.         /// playID is the id of the communication to stop.
  25.         /// StateFlags contains  whether the components of the communication are finished or not (animation, sound, etc).
  26.         virtual void OnCommunicationFinished(const CommPlayID& playID, uint8 stateFlags);
  27.         //~ICommunicationFinishedListener
  28.  
  29.         struct PlayingActor
  30.         {
  31.                 PlayingActor()
  32.                         : configID(0)
  33.                         , commID(0)
  34.                         , playID(0)
  35.                         , variation(0)
  36.                         , failedCount(0)
  37.                         , totalCount(0)
  38.                         , onlyOne(false)
  39.                 {
  40.                 }
  41.  
  42.                 CommConfigID configID;
  43.  
  44.                 CommID       commID;
  45.                 CommPlayID   playID;
  46.                 uint32       variation;
  47.  
  48.                 uint32       failedCount;
  49.                 uint32       totalCount;
  50.                 bool         onlyOne;
  51.         };
  52.  
  53.         void PlayNext(EntityId actorID);
  54.         void Report(EntityId actorID, const PlayingActor& playingActor, const char* configName);
  55.  
  56.         CommunicationPlayer m_player;
  57.  
  58.         typedef std::map<tAIObjectID, PlayingActor> PlayingActors;
  59.         PlayingActors m_playingActors;
  60.  
  61.         typedef std::map<CommPlayID, tAIObjectID> PlayingCommunications;
  62.         PlayingCommunications m_playing;
  63.  
  64.         CommPlayID            m_playGenID;
  65. };
  66.  
  67. #endif //__CommunicationTestManager_h__
  68.  
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