Files

36 lines
842 B
C++

#pragma once
#include <client/ClientState.h>
#include <td/game/World.h>
#include <td/simulation/ClientSimulation.h>
namespace td {
namespace client {
class GameState : public ClientState {
private:
game::WorldPtr m_World;
sim::ClientSimulation m_Simulation;
float m_CurrentLerp;
public:
GameState(Client& a_Client, const game::WorldPtr& a_World, std::uint64_t a_StepTime, const std::vector<protocol::LockStep> a_FirstSteps);
~GameState() {}
virtual void Update(float a_Delta) override;
float GetCurrentLerp() const {
return m_CurrentLerp;
}
game::WorldPtr GetWorld() const {
return m_World;
}
virtual void Handle(const protocol::packets::LockStepsPacket& a_LockStep) override;
virtual void Handle(const protocol::packets::LockStepResponsePacket& a_LockStep) override;
};
} // namespace client
} // namespace td