virtual void SetName(Game::Entity entity, const Util::String &name)
set entity name
Definition levelparser.h:84
__DeclareClass(LevelParser)
Util::Array< Game::Entity > LoadJsonLevel(const Ptr< IO::JsonReader > &reader)
Loads a level from a json file in work:levels.
Definition levelparser.cc:46
virtual void CommitEntity(Game::Entity entity)
entity loaded completely
Definition levelparser.h:86
virtual void BeginLoad()
called at beginning of load
Definition levelparser.h:80
void LoadComponents(const Ptr< IO::JsonReader > &reader, Game::Entity entity)
parse all components for an entity
Definition levelparser.cc:196
Game::Entity LoadEntity(const Ptr< IO::JsonReader > &reader)
parse a single object
Definition levelparser.cc:176
LevelParser()
constructor
Definition levelparser.cc:20
Util::Array< Util::String > invalidAttrs
Definition levelparser.h:91
Game::World * world
Definition levelparser.h:93
virtual void CommitLevel()
parsing done
Definition levelparser.h:88
Util::HashTable< Util::Guid, Game::Entity > guidToEntity
Definition levelparser.h:92
virtual void AddEntity(Game::Entity entity, Util::Guid const &guid)
add entity
Definition levelparser.h:82
virtual ~LevelParser()
destructor
Definition levelparser.cc:28
void SetWorld(Game::World *world)
Set the world that we want to load the levels into.
Definition levelparser.cc:37
The common base class of Nebula.
Definition refcounted.h:38
A container of entities, their components, and processors.
Definition world.h:81
Nebula's smart pointer class which manages the life time of RefCounted objects.
Definition ptr.h:38
Nebula's dynamic array class.
Definition array.h:60
Organizes key/value pairs by a hash code.
Definition hashtable.h:42
Definition basegamefeatureunit.cc:23
Game::EditorState.
Definition graphicsmanager.h:64
An entity is essentially just an Id with some utility functions attached.
Definition entity.h:35
Nebula's universal string class.
Definition String.cs:8