SpectatorCameraSystem handles the overwatch cameras. Set camera to a class pick screen when connecting. Cannot spawn until both team and class has been picked.
Preparations for class aware PlayerSpawnSystem.
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#include "Systems/SpectatorCameraSystem.h"
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#include "Rendering/ESetCamera.h"
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SpectatorCameraSystem::SpectatorCameraSystem(SystemParams params)
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: System(params)
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, m_CamSetToTeamPick(false)
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, m_PickedTeam(-1)
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{
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EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &SpectatorCameraSystem::OnInputCommand);
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}
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void SpectatorCameraSystem::Update(double dt)
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{
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if (!m_CamSetToTeamPick && IsClient) {
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// Find the class pick camera and set them to it, since they need to pick a team before they can leave the screen.
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EntityWrapper spectatorCam = m_World->GetFirstEntityByName("PickTeamCamera");
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if (spectatorCam.Valid() && spectatorCam.HasComponent("Camera")) {
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m_CamSetToTeamPick = true;
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Events::SetCamera eSetCamera;
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eSetCamera.CameraEntity = spectatorCam;
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m_EventBroker->Publish(eSetCamera);
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}
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}
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}
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bool SpectatorCameraSystem::OnInputCommand(const Events::InputCommand& e)
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{
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// Only the client should do this, and only if player is not spawned.
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if (!IsClient || LocalPlayer.Valid()) {
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return false;
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}
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bool swapToClass = e.Command == "PickTeam" || e.Command == "SwapToClassPick";
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if (e.Value == 0 || !swapToClass && e.Command != "SwapToTeamPick" && e.Command != "PickClass") {
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return false;
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}
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if (e.Command == "PickTeam") {
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m_PickedTeam = e.Value;
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}
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// If a team has not been picked, they may not exit the pick team screen.
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if (m_PickedTeam == -1) {
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return false;
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}
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// A dead client should be able to swap to and between the overwatch cameras.
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std::string camName;
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// TODO: 1 Signifies spectator, should probably have real enum here later.
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// Spectators should never end up at the class select, instead put them at the SpectatorCamera.
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if (swapToClass && m_PickedTeam != 1) {
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camName = "PickClassCamera";
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} else if (e.Command == "SwapToTeamPick") {
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camName = "PickTeamCamera";
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} else {
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camName = "SpectatorCamera";
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}
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EntityWrapper spectatorCam = m_World->GetFirstEntityByName(camName);
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// Set the camera as active, if it exists.
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if (spectatorCam.Valid() && spectatorCam.HasComponent("Camera")) {
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Events::SetCamera eSetCamera;
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eSetCamera.CameraEntity = spectatorCam;
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m_EventBroker->Publish(eSetCamera);
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}
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return true;
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}
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