Merge branch 'master' into IconsForPlaytest

This commit is contained in:
Jocke
2016-03-04 05:17:54 +01:00
40 changed files with 16850 additions and 1565 deletions
+44 -2
View File
@@ -2,6 +2,7 @@
PlayerMovementSystem::PlayerMovementSystem(SystemParams params)
: System(params)
, m_SprintEffectTimer(0.f)
{
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &PlayerMovementSystem::OnPlayerSpawned);
EVENT_SUBSCRIBE_MEMBER(m_EDoubleJump, &PlayerMovementSystem::OnDoubleJump);
@@ -19,8 +20,48 @@ void PlayerMovementSystem::Update(double dt)
{
updateMovementControllers(dt);
// Only do physics calculations on client and only for themselves.
if (IsClient && LocalPlayer.Valid()) {
updateVelocity(LocalPlayer, dt);
if (IsClient) {
if (LocalPlayer.Valid()){
updateVelocity(LocalPlayer, dt);
}
m_SprintEffectTimer += dt;
if (m_SprintEffectTimer < 0.016f) {
return;
}
m_SprintEffectTimer = 0.f;
const ComponentPool* pool = m_World->GetComponents("SprintAbility");
if (pool == nullptr) {
return;
}
for (auto cSprint : *pool) {
if (cSprint.EntityID != LocalPlayer.ID && (bool)cSprint["Active"]) {
// Spawn one afterimage for each player that sprints.
EntityWrapper player(m_World, cSprint.EntityID);
auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/SprintEffect.xml");
EntityWrapper sprintEffect = entityFile->MergeInto(m_World);
auto playerModel = player.FirstChildByName("PlayerModel");
if (!playerModel.Valid()) {
continue;
}
if (!playerModel.HasComponent("Model")) {
continue;
}
if (!playerModel.HasComponent("Animation")) {
continue;
}
auto playerEntityModel = playerModel["Model"];
auto playerEntityAnimation = playerModel["Animation"];
playerEntityModel.Copy(sprintEffect["Model"]);
playerEntityAnimation.Copy(sprintEffect["Animation"]);
sprintEffect["ExplosionEffect"]["EndColor"] = (glm::vec4)playerEntityModel["Color"];
((glm::vec4&)sprintEffect["ExplosionEffect"]["EndColor"]).w = 0.f;
sprintEffect["Animation"]["Speed1"] = 0.0;
sprintEffect["Animation"]["Speed2"] = 0.0;
sprintEffect["Animation"]["Speed3"] = 0.0;
sprintEffect["Transform"]["Position"] = (glm::vec3)player["Transform"]["Position"];
sprintEffect["Transform"]["Orientation"] = (glm::vec3)player["Transform"]["Orientation"];
}
}
}
}
@@ -64,6 +105,7 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
}
bool sniperSprinting = false;
if (player.HasComponent("SprintAbility")) {
(bool)player["SprintAbility"]["Active"] = controller->SpecialAbilityKeyDown();
if (controller->SpecialAbilityKeyDown()) {
playerMovementSpeed *= (double)player["SprintAbility"]["StrengthOfEffect"];
playerCrouchSpeed *= (double)player["SprintAbility"]["StrengthOfEffect"];