Weapon should fade on dash effect afterimage.
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@@ -83,26 +83,26 @@ void PlayerMovementSystem::Update(double dt)
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if (!playerModel.HasComponent("Model")) {
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continue;
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}
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auto playerEntityModel = playerModel["Model"];
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EntityWrapper dashEffect = playerModel.Clone();
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playerEntityModel.Copy(dashEffect["Model"]);
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for (auto& cAnim : dashEffect.ChildrenWithComponent("Animation")) {
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cAnim["Animation"]["Play"] = false;
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}
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const double fadeTime = 0.5f;
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for (auto& cModel : dashEffect.ChildrenWithComponent("Model")) {
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EntityWrapper e(m_World, cModel.ID);
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e.AttachComponent("Lifetime");
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e.AttachComponent("Fade");
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e["Fade"]["Loop"] = false;
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e["Fade"]["FadeTime"] = 0.5;
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e["Fade"]["Time"] = (double)dashEffect["Fade"]["FadeTime"];
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e["Fade"]["FadeTime"] = fadeTime;
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e["Fade"]["Time"] = fadeTime;
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e["Lifetime"]["Lifetime"] = fadeTime;
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}
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dashEffect.AttachComponent("Lifetime");
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dashEffect.AttachComponent("Fade");
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dashEffect["Fade"]["Loop"] = false;
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dashEffect["Fade"]["FadeTime"] = 0.5;
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dashEffect["Fade"]["Time"] = (double)dashEffect["Fade"]["FadeTime"];
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dashEffect["Lifetime"]["Lifetime"] = (double)dashEffect["Fade"]["FadeTime"];
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dashEffect["Fade"]["FadeTime"] = fadeTime;
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dashEffect["Fade"]["Time"] = fadeTime;
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dashEffect["Lifetime"]["Lifetime"] = fadeTime;
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dashEffect["Transform"]["Position"] = (glm::vec3)player["Transform"]["Position"];
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dashEffect["Transform"]["Orientation"] = (glm::vec3)player["Transform"]["Orientation"];
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}
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