fatcoder
Member
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setAreaClass
I have created my own custom area struct, like this.
Code:
STRUCT(CustomArea, Game::Area)
CustomArea(C VecI2 &xy, Ptr grid_user) : Game::Area(xy, grid_user) {}
~CustomArea() {}
};
Then set it like this.
Code:
Game::World.setAreaClass<CustomArea>()
However, I cannot cast to it like this. It complains that Game::Area is not a ploymorphic class? Surely the lack of a virtual desctructor does not cause such a problem?
Code:
CustomArea *area = CAST(CustomArea, Game::World.areaActive(VecI2(x,y)));
Can there not be something like this in Game::World to allow us to get our custom area struct?
Code:
CustomArea *area = Game::World.areaActive<CustomArea>(VecI2(x,y));
Or am I doing this completly wrong?
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12-07-2011 03:31 AM |
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Esenthel
Administrator
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RE: setAreaClass
Thanks for reporting this, I'll address this issue for next SDK.
However please check if it's not better to extend Game::Area::Data
World.setAreaData
Game::Area::Data gets unloaded from memory when away, while Game::Area does not.
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12-07-2011 11:56 AM |
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fatcoder
Member
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RE: setAreaClass
Thanks very much.
I am already extending Game::Area::Data as well.
I just need to extend Game::Area to add a world position member to it so that I don't need to recalculate the world position of each area every frame.
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12-07-2011 12:41 PM |
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