Weapon should fade on dash effect afterimage.

This commit is contained in:
William Moberg
2016-03-13 23:57:47 +01:00
parent e2686abb16
commit 12d0c68fbf
+7 -7
View File
@@ -83,26 +83,26 @@ void PlayerMovementSystem::Update(double dt)
if (!playerModel.HasComponent("Model")) {
continue;
}
auto playerEntityModel = playerModel["Model"];
EntityWrapper dashEffect = playerModel.Clone();
playerEntityModel.Copy(dashEffect["Model"]);
for (auto& cAnim : dashEffect.ChildrenWithComponent("Animation")) {
cAnim["Animation"]["Play"] = false;
}
const double fadeTime = 0.5f;
for (auto& cModel : dashEffect.ChildrenWithComponent("Model")) {
EntityWrapper e(m_World, cModel.ID);
e.AttachComponent("Lifetime");
e.AttachComponent("Fade");
e["Fade"]["Loop"] = false;
e["Fade"]["FadeTime"] = 0.5;
e["Fade"]["Time"] = (double)dashEffect["Fade"]["FadeTime"];
e["Fade"]["FadeTime"] = fadeTime;
e["Fade"]["Time"] = fadeTime;
e["Lifetime"]["Lifetime"] = fadeTime;
}
dashEffect.AttachComponent("Lifetime");
dashEffect.AttachComponent("Fade");
dashEffect["Fade"]["Loop"] = false;
dashEffect["Fade"]["FadeTime"] = 0.5;
dashEffect["Fade"]["Time"] = (double)dashEffect["Fade"]["FadeTime"];
dashEffect["Lifetime"]["Lifetime"] = (double)dashEffect["Fade"]["FadeTime"];
dashEffect["Fade"]["FadeTime"] = fadeTime;
dashEffect["Fade"]["Time"] = fadeTime;
dashEffect["Lifetime"]["Lifetime"] = fadeTime;
dashEffect["Transform"]["Position"] = (glm::vec3)player["Transform"]["Position"];
dashEffect["Transform"]["Orientation"] = (glm::vec3)player["Transform"]["Orientation"];
}