WIP shoot
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@@ -2,15 +2,15 @@
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#define EPlayerDamage_h__
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#include "EventBroker.h"
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#include "../Core/Entity.h"
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#include "../Core/EntityWrapper.h"
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namespace Events
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{
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struct PlayerDamage : Event
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{
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double DamageAmount;
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EntityID PlayerDamagedID;
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EntityWrapper Player;
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double Damage;
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};
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}
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@@ -2,16 +2,14 @@
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#define EShoot_h__
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#include "EventBroker.h"
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#include "../Core/Entity.h"
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#include "Engine/GLM.h"
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#include "../Core/EntityWrapper.h"
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namespace Events
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{
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struct Shoot : Event
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{
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//ID for who made the shot
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EntityID shooter;
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EntityWrapper Player;
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};
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}
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@@ -23,9 +23,10 @@ struct EntityWrapper
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static const EntityWrapper Invalid;
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bool HasComponent(const std::string& componentName);
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bool HasComponent(const std::string& componentType);
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EntityWrapper Parent();
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EntityWrapper FirstChildByName(const std::string& name);
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EntityWrapper FirstParentWithComponent(const std::string& componentType);
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bool IsChildOf(EntityWrapper potentialParent);
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bool Valid();
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@@ -9,6 +9,7 @@
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#include "Core/System.h"
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#include "Core/EPlayerDamage.h"
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#include "Core/EShoot.h"
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#include "Core/EPlayerSpawned.h"
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#include "Input/EInputCommand.h"
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#include <tuple>
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@@ -23,16 +24,18 @@ public:
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virtual void Update(double dt) override;
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private:
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//methods which will take care of specific events
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EventRelay<WeaponSystem, Events::Shoot> m_EShoot;
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bool WeaponSystem::OnShoot(const Events::Shoot& e);
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EventRelay<WeaponSystem, Events::InputCommand> m_EInputCommand;
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bool WeaponSystem::OnInputCommand(const Events::InputCommand& e);
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IRenderer* m_Renderer;
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std::vector<std::tuple<EntityID, glm::vec2>> m_EShootVector;
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// State
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EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
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// Events
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EventRelay<WeaponSystem, Events::PlayerSpawned> m_EPlayerSpawned;
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bool WeaponSystem::OnPlayerSpawned(const Events::PlayerSpawned& e);
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EventRelay<WeaponSystem, Events::Shoot> m_EShoot;
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bool WeaponSystem::OnShoot(const Events::Shoot& e);
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EventRelay<WeaponSystem, Events::InputCommand> m_EInputCommand;
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bool WeaponSystem::OnInputCommand(const Events::InputCommand& e);
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};
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#endif
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