DashEffect will now spawn a player model behind the player that will fade out .

This commit is contained in:
stiffly
2016-03-02 14:15:20 +01:00
parent 03a35d0f5e
commit 1217b25d02
4 changed files with 47 additions and 2 deletions
@@ -51,10 +51,11 @@ protected:
bool m_ShiftDashing = false;
bool m_ValidDoubleTap = false;
//specialabilitys
//specialabilities
bool m_MovementKeyDown = false;
bool m_SpecialAbilityKeyDown = false;
int m_NumberOfMovementKeysDown = 0;
void spawnDashEffect();
EventRelay<EventContext, Events::LockMouse> m_ELockMouse;
bool OnLockMouse(const Events::LockMouse& e);
@@ -207,6 +208,8 @@ void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool
assaultDashCoolDownTimer = assaultDashCoolDownMaxTimer;
m_AssaultDashDoubleTapped = true;
m_AssaultDashDoubleTapDeltaTime = 0.f;
Events::DashAbility e;
m_EventBroker->Publish(e);
return;
}
@@ -41,6 +41,8 @@ private:
bool OnPlayerSpawned(Events::PlayerSpawned& e);
EventRelay<PlayerMovementSystem, Events::DoubleJump> m_EDoubleJump;
bool PlayerMovementSystem::OnDoubleJump(Events::DoubleJump & e);
EventRelay<PlayerMovementSystem, Events::DashAbility> m_EDashAbility;
bool PlayerMovementSystem::OnDashAbility(Events::DashAbility & e);
void updateMovementControllers(double dt);
void updateVelocity(EntityWrapper player, double dt);