Merge branch 'master' into IconsForPlaytest
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@@ -30,6 +30,8 @@ private:
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bool m_LeftFoot = false;
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// To get a difference when calculating the walking state.
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glm::vec3 m_LastPosition = glm::vec3();
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// Used to track afterimages for sprint effect.
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float m_SprintEffectTimer;
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// The logic for making the sound play when player is moving
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void playerStep(double dt);
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// Spawn a hexagon at origin of an Entity
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@@ -0,0 +1,44 @@
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#ifndef ScoreScreenSystem_h__
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#define ScoreScreenSystem_h__
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#include "Core/System.h"
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#include "Core/ResourceManager.h"
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#include "Core/EntityFile.h"
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#include "Network/EKillDeath.h"
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#include "Core/EPlayerSpawned.h"
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#include "Network/EPlayerConnected.h"
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#include "Network/EPlayerDisconnected.h"
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#include "GLM.h"
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class ScoreScreenSystem : public PureSystem
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{
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public:
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ScoreScreenSystem(SystemParams params);
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& scoreScreen, double dt) override;
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EventRelay<ScoreScreenSystem, Events::KillDeath> m_EPlayerDeath;
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bool OnPlayerDeath(const Events::KillDeath& e);
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EventRelay<ScoreScreenSystem, Events::PlayerSpawned> m_EPlayerSpawned;
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bool OnPlayerSpawn(const Events::PlayerSpawned& e);
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EventRelay<ScoreScreenSystem, Events::PlayerConnected> m_EPlayerConnected;
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bool OnPlayerConnected(const Events::PlayerConnected& e);
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EventRelay<ScoreScreenSystem, Events::PlayerDisconnected> m_EPlayerDisconnected;
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bool OnPlayerDisconnected(const Events::PlayerDisconnected& e);
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private:
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struct PlayerData {
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int ID = -1;
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std::string Name = "";
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int Team = 1;
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int Kills = 0;
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int Deaths = 0;
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EntityWrapper Player = EntityWrapper::Invalid;
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};
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std::vector<int> m_DisconnectedIdentities;
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int m_PlayerCounter = 0;
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std::unordered_map<int, PlayerData> m_PlayerIdentities;
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};
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#endif
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@@ -2,6 +2,8 @@
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#define AmmunitionHUDSystem_h__
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#include <boost/lexical_cast.hpp>
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#include <sstream>
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#include <iomanip>
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#include "../../Engine/Core/System.h"
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#include "../../Engine/GLM.h"
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