Added AbilityCooldownHUD component and system to track the cooldown on the dashability, this needs to be extended for other abilities when they are implemented. However current dash time needs to be included into the component, since we can currently just see the max cooldown time.
This commit is contained in:
@@ -0,0 +1,17 @@
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#ifndef AbilityCooldownHUDSystem_h__
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#define AbilityCooldownHUDSystem_h__
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#include "../../Engine/Core/System.h"
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#include "../../Engine/GLM.h"
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class AbilityCooldownHUDSystem : public ImpureSystem
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{
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public:
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AbilityCooldownHUDSystem(SystemParams params)
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: System(params)
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{ }
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virtual void Update(double dt) override;
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};
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#endif
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@@ -46,4 +46,5 @@
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<xs:include schemaLocation="Components/Page.xsd"/>
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<xs:include schemaLocation="Components/SpriteIndicator.xsd"/>
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<xs:include schemaLocation="Components/Button.xsd"/>
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<xs:include schemaLocation="Components/AbilityCooldownHUD.xsd"/>
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</xs:schema>
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@@ -0,0 +1,3 @@
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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
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<AbilityCooldownHUD xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="AbilityCooldownHUD.xsd">
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</AbilityCooldownHUD>
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@@ -0,0 +1,9 @@
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<?xml version="1.0"?>
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<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
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<xs:import schemaLocation="../Types.xsd" namespace="types"/>
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<xs:element name="AbilityCooldownHUD">
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<xs:annotation>
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<xs:documentation>HUD element for tracking ability cooldown</xs:documentation>
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</xs:annotation>
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</xs:element>
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</xs:schema>
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@@ -23,7 +23,9 @@
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<Red/>
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</Team>
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</c:Team>
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<c:Transform/>
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<c:Transform>
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<Position X="0" Y="0.259000003" Z="0"/>
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</c:Transform>
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</Components>
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<Children>
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@@ -111,6 +113,7 @@
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</c:Fill>
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<c:Sprite>
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<DiffuseTexture>Textures/HealthHUD3.png</DiffuseTexture>
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<DepthSort>false</DepthSort>
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<GlowMap></GlowMap>
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<Color A="0.588235319" B="0" G="0" R="0"/>
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</c:Sprite>
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@@ -121,7 +124,55 @@
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<Orientation X="5.87300014" Y="0" Z="4.71200037"/>
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</c:Transform>
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</Components>
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<Children/>
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<Children>
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<Entity name="Ability">
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<Components>
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<c:AbilityCooldownHUD/>
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<c:Fill>
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<Percentage>1</Percentage>
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<Color A="1" B="0.196078435" G="0.196078435" R="0.196078435"/>
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</c:Fill>
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<c:Sprite>
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<DiffuseTexture>Textures/Core/White.png</DiffuseTexture>
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<DepthSort>false</DepthSort>
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<GlowMap></GlowMap>
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<Color A="1" B="1" G="0" R="0"/>
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</c:Sprite>
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<c:Transform>
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<Position X="0.200000003" Y="0.100000001" Z="0"/>
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<Scale X="0.300000012" Y="0.300000012" Z="1"/>
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<Orientation X="0" Y="0" Z="1.55100012"/>
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</c:Transform>
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</Components>
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<Children>
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<Entity name="Cooldown">
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<Components>
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<c:Text>
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<Content>2.0</Content>
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<Resource>Fonts/DroidSans.ttf,64</Resource>
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<Color A="1" B="0" G="0" R="0"/>
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</c:Text>
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<c:Transform>
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<Position X="0" Y="-0.200000003" Z="0.0500000007"/>
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<Scale X="0.5" Y="0.699999988" Z="1"/>
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</c:Transform>
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</Components>
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<Children/>
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</Entity>
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<Entity name="Icon">
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<Components>
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<c:Sprite>
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<DiffuseTexture>Textures/Props/FoliageDiff.png</DiffuseTexture>
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<DepthSort>false</DepthSort>
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<GlowMap></GlowMap>
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</c:Sprite>
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<c:Transform/>
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</Components>
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<Children/>
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</Entity>
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</Children>
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</Entity>
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</Children>
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</Entity>
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</Children>
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</Entity>
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@@ -137,6 +188,7 @@
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<Components>
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<c:Sprite>
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<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
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<DepthSort>false</DepthSort>
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<GlowMap></GlowMap>
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<Color A="0.300000012" B="1" G="1" R="1"/>
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</c:Sprite>
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@@ -155,6 +207,7 @@
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</c:Fill>
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<c:Sprite>
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<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
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<DepthSort>false</DepthSort>
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<GlowMap></GlowMap>
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</c:Sprite>
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<c:Transform>
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@@ -171,6 +224,7 @@
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<Components>
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<c:Sprite>
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<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
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<DepthSort>false</DepthSort>
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<GlowMap></GlowMap>
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<Color A="0.300000012" B="1" G="1" R="1"/>
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</c:Sprite>
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@@ -185,11 +239,11 @@
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<CapturePointNumber>3</CapturePointNumber>
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</c:CapturePointHUD>
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<c:Fill>
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<Percentage>0.80222018197612788</Percentage>
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<Color A="0.699999988" B="1" G="0.200000003" R="0"/>
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</c:Fill>
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<c:Sprite>
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<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
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<DepthSort>false</DepthSort>
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<GlowMap></GlowMap>
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</c:Sprite>
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<c:Transform>
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@@ -206,6 +260,7 @@
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<Components>
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<c:Sprite>
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<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
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<DepthSort>false</DepthSort>
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<GlowMap></GlowMap>
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<Color A="0.699999988" B="1" G="0.200000003" R="0"/>
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</c:Sprite>
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@@ -220,10 +275,12 @@
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<CapturePointNumber>4</CapturePointNumber>
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</c:CapturePointHUD>
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<c:Fill>
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<Percentage>1</Percentage>
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<Color A="0.699999988" B="1" G="0.200000003" R="0"/>
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</c:Fill>
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<c:Sprite>
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<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
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<DepthSort>false</DepthSort>
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<GlowMap></GlowMap>
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</c:Sprite>
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<c:Transform>
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@@ -240,6 +297,7 @@
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<Components>
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<c:Sprite>
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<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
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<DepthSort>false</DepthSort>
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<GlowMap></GlowMap>
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<Color A="0.300000012" B="1" G="1" R="1"/>
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</c:Sprite>
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@@ -258,6 +316,7 @@
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</c:Fill>
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<c:Sprite>
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<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
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<DepthSort>false</DepthSort>
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<GlowMap></GlowMap>
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</c:Sprite>
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<c:Transform>
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@@ -274,8 +333,9 @@
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<Components>
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<c:Sprite>
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<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
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<DepthSort>false</DepthSort>
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<GlowMap></GlowMap>
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<Color A="0.699999988" B="0" G="0.200000003" R="1"/>
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<Color A="0.699999988" B="0" G="0" R="1"/>
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</c:Sprite>
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<c:Transform>
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<Position X="-1.58304751" Y="0.919596612" Z="0"/>
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@@ -286,16 +346,18 @@
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<Components>
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<c:CapturePointHUD/>
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<c:Fill>
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<Color A="0.699999988" B="1" G="0.200000003" R="0"/>
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<Percentage>1</Percentage>
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<Color A="0.699999988" B="0" G="0" R="1"/>
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</c:Fill>
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<c:Sprite>
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<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
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<DepthSort>false</DepthSort>
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<GlowMap></GlowMap>
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</c:Sprite>
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<c:Transform>
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<Position X="0" Y="0" Z="0.00999999978"/>
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<Scale X="0.800000012" Y="0.800000012" Z="0.800000012"/>
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<Orientation X="0" Y="0" Z="1.57079637"/>
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<Orientation X="0" Y="0" Z="4.71238899"/>
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</c:Transform>
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</Components>
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<Children/>
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@@ -364,7 +426,7 @@
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<Components>
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<c:Animation>
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<AnimationName1>Idle</AnimationName1>
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<Time1>1.2667383999985162</Time1>
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<Time1>1.2417589624457968</Time1>
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<Speed1>1</Speed1>
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<AnimationName2></AnimationName2>
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<AnimationName3></AnimationName3>
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@@ -385,8 +447,8 @@
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<Resource>Models/Weapons/Red/AssaultWeaponRed.mesh</Resource>
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</c:Model>
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<c:Transform>
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<Position X="0.120430425" Y="-0.242105931" Z="-0.181454822"/>
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<Orientation X="0.010404665" Y="-0.00268179877" Z="0.0428443067"/>
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<Position X="0.120430306" Y="-0.242575362" Z="-0.181454912"/>
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<Orientation X="0.0104048597" Y="-0.0026815543" Z="0.0428441055"/>
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</c:Transform>
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</Components>
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<Children>
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@@ -492,10 +554,13 @@
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<Entity name="PlayerModel">
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<Components>
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<c:Animation>
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<AnimationName1>Idle</AnimationName1>
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<Time1>0.26532318661337229</Time1>
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<AnimationName1>Run</AnimationName1>
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<Time1>0.012377234178668317</Time1>
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<Speed1>1</Speed1>
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<Speed2>1</Speed2>
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<AnimationName2></AnimationName2>
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<Weight2>0.5</Weight2>
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<Time2>1.8342275085993549</Time2>
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<AnimationName3></AnimationName3>
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</c:Animation>
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<c:AnimationOffset>
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@@ -519,8 +584,8 @@
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<Resource>Models/Weapons/Red/AssaultWeaponRed.mesh</Resource>
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</c:Model>
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<c:Transform>
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<Position X="0.159282878" Y="1.0300566" Z="-0.216084003"/>
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<Orientation X="-0.0626799241" Y="-0.0390551724" Z="0.119761385"/>
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<Position X="0.150616527" Y="1.06315053" Z="-0.228538662"/>
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<Orientation X="-0.0768393874" Y="-0.0767763406" Z="0.179495439"/>
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</c:Transform>
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</Components>
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<Children>
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File diff suppressed because it is too large
Load Diff
@@ -50,6 +50,7 @@
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<xs:element ref="c:Menu" minOccurs="0"/>
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<xs:element ref="c:Page" minOccurs="0"/>
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<xs:element ref="c:Button" minOccurs="0"/>
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<xs:element ref="c:AbilityCooldownHUD" minOccurs="0"/>
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</xs:all>
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</xs:complexType>
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</xs:element>
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@@ -25,6 +25,7 @@
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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/AbilityCooldownHUDSystem.h"
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#include "Game/Systems/KillFeedSystem.h"
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#include "GUI/ButtonSystem.h"
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#include "GUI/MainMenuSystem.h"
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@@ -128,6 +129,7 @@ Game::Game(int argc, char* argv[])
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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<AbilityCooldownHUDSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<KillFeedSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<ButtonSystem>(updateOrderLevel, m_Renderer);
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m_SystemPipeline->AddSystem<MainMenuSystem>(updateOrderLevel, m_Renderer);
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@@ -0,0 +1,28 @@
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#include "Game/Systems/AbilityCooldownHUDSystem.h"
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void AbilityCooldownHUDSystem::Update(double dt)
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{
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//HUD element for tracking cooldown on the parent entity with Dashability TODO: Make sure it support other abilities when they are made.
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auto abilityHUDs = m_World->GetComponents("AbilityCooldownHUD");
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if (abilityHUDs == nullptr)
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return;
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for (auto& abilityHUDC : *abilityHUDs) {
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EntityWrapper entity = EntityWrapper(m_World, abilityHUDC.EntityID);
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EntityWrapper abilityEntity = entity.FirstParentWithComponent("DashAbility");
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if (!abilityEntity.Valid())
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return;
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EntityWrapper cooldownTextEntity = entity.FirstChildByName("Cooldown");
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if(cooldownTextEntity.Valid()) {
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if(cooldownTextEntity.HasComponent("Text"))
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{
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double abilityCD = (double)abilityEntity["DashAbility"]["CoolDownMaxTimer"];
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std::string t = (std::string&)cooldownTextEntity["Text"]["Content"] = std::to_string(abilityCD).substr(0, 3);
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if(entity.HasComponent("Fill")) {
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entity["Fill"]["Percentage"] = abilityCD/abilityCD; //TODO: current time needs to be in the component.
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}
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}
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}
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}
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}
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