Only set spectator camera if player haven't spawned already. Don't spawn player if they switch to class pick screen.
This commit is contained in:
@@ -18,6 +18,8 @@ bool PlayerDeathSystem::OnPlayerDeath(Events::PlayerDeath& e)
|
||||
return false;
|
||||
}
|
||||
|
||||
LOG_DEBUG("------ Player #%i died.", e.Player.ID);
|
||||
|
||||
createDeathEffect(e.Player);
|
||||
|
||||
// Delete player
|
||||
@@ -36,6 +38,7 @@ void PlayerDeathSystem::createDeathEffect(EntityWrapper player)
|
||||
auto playerModel = player.FirstChildByName("PlayerModel");
|
||||
if (!playerModel.Valid() || !playerModel.HasComponent("Model") || !playerModel.HasComponent("Animation")) {
|
||||
if (player == LocalPlayer) {
|
||||
LOG_DEBUG("------ LocalPlayer's death effect could not be spawned, setting to spectator instead of death cam.");
|
||||
setSpectatorCamera();
|
||||
}
|
||||
return;
|
||||
@@ -57,6 +60,7 @@ void PlayerDeathSystem::createDeathEffect(EntityWrapper player)
|
||||
|
||||
//camera (with lifetime) behind the player
|
||||
if (player == LocalPlayer) {
|
||||
LOG_DEBUG("------ LocalPlayer's death effect spawning, setting to death camera.");
|
||||
m_LocalPlayerDeathEffect = deathEffectEW;
|
||||
auto cam = deathEffectEW.FirstChildByName("Camera");
|
||||
Events::SetCamera eSetCamera;
|
||||
@@ -71,8 +75,14 @@ bool PlayerDeathSystem::OnEntityDeleted(Events::EntityDeleted& e)
|
||||
if (m_LocalPlayerDeathEffect.ID != e.DeletedEntity) {
|
||||
return false;
|
||||
}
|
||||
|
||||
setSpectatorCamera();
|
||||
|
||||
// If the player hasn't spawned already, activate the spectator camera.
|
||||
if (!LocalPlayer.Valid()) {
|
||||
LOG_DEBUG("------ LocalPlayer's death effect removed, setting to spectator.");
|
||||
setSpectatorCamera();
|
||||
} else {
|
||||
LOG_DEBUG("------ LocalPlayer's death effect removed, player is already spawned, not setting spectator.");
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -80,7 +90,7 @@ void PlayerDeathSystem::setSpectatorCamera()
|
||||
{
|
||||
// Look for the spectator camera entity in the level.
|
||||
EntityWrapper spectatorCam = m_World->GetFirstEntityByName("SpectatorCamera");
|
||||
if (!spectatorCam.Valid() || !spectatorCam.HasComponent("Camera") || LocalPlayer.Valid()) {
|
||||
if (!spectatorCam.Valid() || !spectatorCam.HasComponent("Camera")) {
|
||||
return;
|
||||
}
|
||||
Events::SetCamera eSetCamera;
|
||||
|
||||
@@ -59,13 +59,15 @@ void PlayerSpawnSystem::Update(double dt)
|
||||
return;
|
||||
}
|
||||
|
||||
int numSpawnedPlayers = 0;
|
||||
int numHandledRequests = 0;
|
||||
int playersStillPickingClass = 0;
|
||||
const int numRequestsToHandle = (int)m_SpawnRequests.size();
|
||||
for (auto it = m_SpawnRequests.begin(); it != m_SpawnRequests.end(); ++it) {
|
||||
// TODO: -1 Signifies no class picked, enum here later?
|
||||
// Increase num spawned players if they didn't pick class yet since it is valid
|
||||
// It is valid if they didn't pick class yet
|
||||
// but don't spawn anything, goto next spawnrequest.
|
||||
if (it->Class == -1) {
|
||||
++numSpawnedPlayers;
|
||||
++playersStillPickingClass;
|
||||
break;
|
||||
}
|
||||
for (auto& cPlayerSpawn : *playerSpawns) {
|
||||
@@ -78,10 +80,11 @@ void PlayerSpawnSystem::Update(double dt)
|
||||
if (spawner.HasComponent("Team")) {
|
||||
auto cSpawnerTeam = spawner["Team"];
|
||||
if ((int)cSpawnerTeam["Team"] != it->Team) {
|
||||
// Increase num spawned players if someone picks spectator since it is valid
|
||||
// It is valid if someone picks spectator
|
||||
// but don't spawn anything, goto next spawnrequest.
|
||||
if (it->Team == (int)cSpawnerTeam["Team"].Enum("Spectator")) {
|
||||
++numSpawnedPlayers;
|
||||
++numHandledRequests;
|
||||
it = m_SpawnRequests.erase(it);
|
||||
break;
|
||||
}
|
||||
continue;
|
||||
@@ -103,7 +106,7 @@ void PlayerSpawnSystem::Update(double dt)
|
||||
m_EventBroker->Publish(e);
|
||||
Events::LockMouse lock;
|
||||
m_EventBroker->Publish(lock);
|
||||
++numSpawnedPlayers;
|
||||
++numHandledRequests;
|
||||
it = m_SpawnRequests.erase(it);
|
||||
break;
|
||||
}
|
||||
@@ -111,17 +114,18 @@ void PlayerSpawnSystem::Update(double dt)
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (numSpawnedPlayers != (int)m_SpawnRequests.size()) {
|
||||
LOG_DEBUG("%i players were supposed to be spawned or set as spectator, but only %i was handled.", (int)m_SpawnRequests.size(), numSpawnedPlayers);
|
||||
if (numHandledRequests != numRequestsToHandle - playersStillPickingClass) {
|
||||
LOG_DEBUG("%i players were supposed to be spawned or set as spectator, but only %i was handled.", numRequestsToHandle, numHandledRequests);
|
||||
} else {
|
||||
LOG_DEBUG("%i players were spawned or set as spectator.", numSpawnedPlayers);
|
||||
std::string dbg = numHandledRequests != 0 ? std::to_string(numHandledRequests) + " players were spawned or set as spectator. " : "";
|
||||
dbg += playersStillPickingClass != 0 ? std::to_string(playersStillPickingClass) + " players are still picking class and will be spawned later." : "";
|
||||
LOG_DEBUG(dbg.c_str());
|
||||
}
|
||||
}
|
||||
|
||||
bool PlayerSpawnSystem::OnInputCommand(Events::InputCommand& e)
|
||||
{
|
||||
bool removeRequest = e.Command == "SwapToClassPick" || e.Command == "SwapToTeamPick";
|
||||
if (e.Command != "PickTeam" && e.Command != "PickClass" && !removeRequest) {
|
||||
if (e.Command != "PickTeam" && e.Command != "PickClass" && e.Command != "SwapToTeamPick" && e.Command != "SwapToClassPick") {
|
||||
return false;
|
||||
}
|
||||
|
||||
@@ -139,28 +143,29 @@ bool PlayerSpawnSystem::OnInputCommand(Events::InputCommand& e)
|
||||
auto iter = m_SpawnRequests.begin();
|
||||
for (; iter != m_SpawnRequests.end(); ++iter) {
|
||||
if (iter->PlayerID == e.PlayerID) {
|
||||
// If player wants to switch class, remove their spawn request.
|
||||
if (removeRequest) {
|
||||
// If player wants to switch team, remove their spawn request.
|
||||
if (e.Command == "SwapToTeamPick") {
|
||||
m_SpawnRequests.erase(iter);
|
||||
} else if (e.Command == "SwapToClassPick") {
|
||||
// If player wants to switch class, remove their selected class so they don't spawn.
|
||||
iter->Class = -1;
|
||||
} else {
|
||||
break;
|
||||
}
|
||||
break;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
// Return if we were only supposed to remove a request, not add one.
|
||||
if (removeRequest) {
|
||||
return true;
|
||||
}
|
||||
//If we get here, add or alter a spawn request.
|
||||
//If we get here we got a PickTeam or PickClass, so add or alter a spawn request.
|
||||
|
||||
if (iter != m_SpawnRequests.end()) {
|
||||
// If player is in queue to spawn, then change their team affiliation or class in the request.
|
||||
if (e.Command == "PickTeam") {
|
||||
iter->Team = (ComponentInfo::EnumType)e.Value;
|
||||
LOG_INFO("old request swap Team");
|
||||
LOG_DEBUG("old spawn request setting Team");
|
||||
} else {
|
||||
iter->Class = (ComponentInfo::EnumType)e.Value;
|
||||
LOG_INFO("old request swap Class");
|
||||
LOG_DEBUG("old spawn request setting Class");
|
||||
}
|
||||
} else if (m_PlayerEntities.count(e.PlayerID) == 0 || !m_PlayerEntities[e.PlayerID].Valid()) {
|
||||
// If player is not in queue to spawn, then create a spawn request,
|
||||
@@ -170,11 +175,13 @@ bool PlayerSpawnSystem::OnInputCommand(Events::InputCommand& e)
|
||||
if (e.Command == "PickTeam") {
|
||||
req.Team = (ComponentInfo::EnumType)e.Value;
|
||||
req.Class = -1; // TODO: -1 Signifies no class picked, enum here later?
|
||||
LOG_INFO("new request set Team");
|
||||
LOG_DEBUG("new spawn request setting Team");
|
||||
} else {
|
||||
// Should never get here, since you should have picked a team before you ever get a chance to pick class.
|
||||
LOG_WARNING("Sequence error: Should not be able to pick class before team");
|
||||
req.Team = 1; // TODO: 1 Signifies spectator, should probably have real enum here later.
|
||||
req.Class = (ComponentInfo::EnumType)e.Value;
|
||||
LOG_INFO("new request set Class");
|
||||
LOG_DEBUG("new spawn request setting Class");
|
||||
}
|
||||
m_SpawnRequests.push_back(req);
|
||||
} else {
|
||||
|
||||
Reference in New Issue
Block a user