diff --git a/assets b/assets index 5f3ab8b3..75778193 160000 --- a/assets +++ b/assets @@ -1 +1 @@ -Subproject commit 5f3ab8b35ddce150e972445fb2894fb9e9637258 +Subproject commit 757781933738bc4158c5c26750594b70acd537cd diff --git a/resources/Schema/Entities/MovementTest.xml b/resources/Schema/Entities/MovementTest.xml index 6551bd75..199174ae 100644 --- a/resources/Schema/Entities/MovementTest.xml +++ b/resources/Schema/Entities/MovementTest.xml @@ -198,7 +198,7 @@ - + diff --git a/resources/Schema/Entities/Player.xml b/resources/Schema/Entities/Player.xml index 1ec7927b..1ee21a33 100644 --- a/resources/Schema/Entities/Player.xml +++ b/resources/Schema/Entities/Player.xml @@ -7,7 +7,6 @@ - 5 @@ -18,8 +17,7 @@ - - + @@ -51,6 +49,7 @@ Models/Camera.mesh + false @@ -77,13 +76,15 @@ + + Hold Pos + 1 + - Models/AssaultHeadless.mesh + Models/AssaultAnimated.mesh - - - + diff --git a/src/Game/Systems/PlayerMovementSystem.cpp b/src/Game/Systems/PlayerMovementSystem.cpp index 5c75a673..0f6588be 100644 --- a/src/Game/Systems/PlayerMovementSystem.cpp +++ b/src/Game/Systems/PlayerMovementSystem.cpp @@ -36,15 +36,18 @@ void PlayerMovementSystem::Update(double dt) glm::vec3& ori = cTransform["Orientation"]; ori.y += controller->Rotation().y; + float playerMovementSpeed = player["Player"]["MovementSpeed"]; + float playerCrouchSpeed = player["Player"]["CrouchSpeed"]; + if (player.HasComponent("Physics")) { ComponentWrapper cPhysics = player["Physics"]; glm::vec3 wishDirection = controller->Movement() * glm::inverse(glm::quat(ori)); float wishSpeed; if (controller->Crouching()) { - wishSpeed = player["Player"]["CrouchSpeed"]; + wishSpeed = playerCrouchSpeed; } else { - wishSpeed = player["Player"]["MovementSpeed"]; + wishSpeed = playerMovementSpeed; } glm::vec3& velocity = cPhysics["Velocity"]; ImGui::Text("velocity: (%f, %f, %f)", velocity.x, velocity.y, velocity.z); @@ -85,8 +88,33 @@ void PlayerMovementSystem::Update(double dt) // size = glm::vec3(1.f, 1.6f, 1.f); // } //} + + // Animations + EntityWrapper playerModel = player.FirstChildByName("PlayerModel"); + if (playerModel.Valid()) { + ComponentWrapper cAnimation = playerModel["Animation"]; + + float movementLength = glm::length(groundVelocity); + if (glm::length(controller->Movement()) > 0.f) { + if (controller->Crouching()) { + cAnimation["Name"] = "Crouch Walk"; + (double&)cAnimation["Speed"] = 1.f * -glm::sign(controller->Movement().z); + } else { + cAnimation["Name"] = "Run"; + (double&)cAnimation["Speed"] = 2.f * -glm::sign(controller->Movement().z); + } + } else { + if (controller->Crouching()) { + cAnimation["Name"] = "Crouch"; + (double&)cAnimation["Speed"] = 1.f; + } else { + cAnimation["Name"] = "Hold Pos"; + (double&)cAnimation["Speed"] = 1.f; + } + } + } } - + controller->Reset(); } }