Made AmmunitionHUD into TextFieldReader which reads any component field on a parent and updates a Text component with the value!
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@@ -34,6 +34,18 @@ EntityWrapper EntityWrapper::Parent()
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}
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}
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EntityWrapper EntityWrapper::FirstParentByName(const std::string& parentEntityName)
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{
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EntityWrapper entity = *this;
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while (entity.Parent().Valid()) {
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entity = entity.Parent();
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if (entity.Name() == parentEntityName) {
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return entity;
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}
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}
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return EntityWrapper::Invalid;
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}
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EntityWrapper EntityWrapper::FirstChildByName(const std::string& name)
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{
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return firstChildByNameRecursive(name, this->ID);
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+3
-3
@@ -27,7 +27,7 @@
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#include "../Engine/Core/UniformScaleSystem.h"
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#include "Rendering/AnimationSystem.h"
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#include "Network/MultiplayerSnapshotFilter.h"
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#include "Game/Systems/AmmunitionHUDSystem.h"
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#include "Game/Systems/TextFieldReader.h"
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#include "Game/Systems/CapturePointArrowHUDSystem.h"
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#include "Game/Systems/KillFeedSystem.h"
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#include "Game/Systems/BoostSystem.h"
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@@ -136,7 +136,7 @@ Game::Game(int argc, char* argv[])
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m_SystemPipeline->AddSystem<PickupSpawnSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<AmmoPickupSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<DamageIndicatorSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<AmmunitionHUDSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<TextFieldReader>(updateOrderLevel);
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m_SystemPipeline->AddSystem<CapturePointArrowHUDSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<KillFeedSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<LifetimeSystem>(updateOrderLevel);
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@@ -145,7 +145,7 @@ Game::Game(int argc, char* argv[])
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m_SystemPipeline->AddSystem<PickupSpawnSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<AmmoPickupSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<DamageIndicatorSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<AmmunitionHUDSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<TextFieldReader>(updateOrderLevel);
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m_SystemPipeline->AddSystem<KillFeedSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<BoostSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<ButtonSystem>(updateOrderLevel, m_Renderer);
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@@ -1,36 +0,0 @@
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#include "Game/Systems/AmmunitionHUDSystem.h"
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void AmmunitionHUDSystem::Update(double dt)
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{
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//Hud element for tracking ammunition from parent with AssaultWeapon component.Child with the name "MagazineAmmo" tracks clip ammunition.Child with the name "Ammo" tracks ammo.</xs:documentation>
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auto ammunitionHUDs = m_World->GetComponents("AmmunitionHUD");
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if (ammunitionHUDs == nullptr) {
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return;
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}
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for (auto& ammunitionHUDComponent : *ammunitionHUDs) {
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EntityWrapper entity = EntityWrapper(m_World, ammunitionHUDComponent.EntityID);
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EntityWrapper playerEntity = entity.FirstParentWithComponent("AssaultWeapon");
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if (!playerEntity.Valid()) {
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return;
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}
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EntityWrapper magazineAmmo = entity.FirstChildByName("MagazineAmmo");
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if(magazineAmmo.Valid()) {
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if(magazineAmmo.HasComponent("Text")) {
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(std::string&)magazineAmmo["Text"]["Content"] = std::to_string((int)playerEntity["AssaultWeapon"]["MagazineAmmo"]);
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}
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}
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EntityWrapper ammo = entity.FirstChildByName("Ammo");
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if (ammo.Valid()) {
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if (ammo.HasComponent("Text")) {
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(std::string&)ammo["Text"]["Content"] = std::to_string((int)playerEntity["AssaultWeapon"]["Ammo"]);
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}
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}
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}
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}
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@@ -0,0 +1,46 @@
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#include "Game/Systems/TextFieldReader.h"
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void TextFieldReader::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cAmmunitionHUD, double dt)
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{
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if (!entity.HasComponent("Text")) {
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return;
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}
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// Find the entity to read from
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const std::string& parentEntityName = cAmmunitionHUD["ParentEntityName"];
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EntityWrapper readEntity = entity;
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if (!parentEntityName.empty()) {
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readEntity = entity.FirstParentByName(parentEntityName);
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if (!readEntity.Valid()) {
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return;
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}
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}
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// Find the component to read from
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const std::string& componentType = cAmmunitionHUD["ComponentType"];
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if (componentType.empty() || !readEntity.HasComponent(componentType)) {
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return;
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}
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ComponentWrapper component = readEntity[componentType];
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// Find the field to read from
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const std::string& fieldName = cAmmunitionHUD["Field"];
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if (fieldName.empty() || component.Info.Fields.count(fieldName) == 0) {
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return;
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}
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const ComponentInfo::Field_t& field = component.Info.Fields.at(fieldName);
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std::string& text = entity["Text"]["Content"];
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if (field.Type == "int") {
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text = boost::lexical_cast<std::string>((const int&)component[fieldName]);
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} else if (field.Type == "float") {
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text = boost::lexical_cast<std::string>((const float&)component[fieldName]);
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} else if (field.Type == "double") {
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text = boost::lexical_cast<std::string>((const double&)component[fieldName]);
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} else if (field.Type == "bool") {
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text = boost::lexical_cast<std::string>((const bool&)component[fieldName]);
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} else if (field.Type == "string") {
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text = (const std::string&)component[fieldName];
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}
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}
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