Base class for level parsing.
Definition levelparser.h:49
virtual void SetName(Game::Entity entity, const Util::String &name)
set entity name
Definition levelparser.h:71
__DeclareClass(LevelParser)
virtual void CommitEntity(Game::Entity entity)
entity loaded completely
Definition levelparser.h:73
virtual void BeginLoad()
called at beginning of load
Definition levelparser.h:67
bool LoadJsonLevel(const Ptr< IO::JsonReader > &reader)
Loads a level from a json file in work:levels.
Definition levelparser.cc:46
Game::Entity LoadEntity(const Ptr< IO::JsonReader > &reader)
parse a single object
Definition levelparser.cc:118
LevelParser()
constructor
Definition levelparser.cc:20
Util::Array< Util::String > invalidAttrs
Definition levelparser.h:78
Game::World * world
Definition levelparser.h:79
virtual void CommitLevel()
parsing done
Definition levelparser.h:75
virtual void AddEntity(Game::Entity entity, Util::Guid const &guid)
add entity
Definition levelparser.h:69
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.
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
Definition basegamefeatureunit.cc:23
Game::EditorState.
Definition graphicsmanager.h:60
An entity is essentially just an Id with some utility functions attached.
Definition entity.h:35
Nebula's universal string class.
Definition string.h:50