Merge remote-tracking branch 'origin/master' into WeaponSystem
# Conflicts: # include/Engine/Collision/FillFrustumOctreeSystem.h # include/Engine/Core/Octree.h # include/Engine/Rendering/RenderSystem.h # include/Game/Game.h # resources/DefaultInput.ini # resources/Schema/Components.xsd # resources/Schema/Entities/Player.xml # resources/Schema/Types/Entity.xsd # src/Engine/Rendering/RenderSystem.cpp # src/Game/Game.cpp # src/Game/Systems/PlayerMovementSystem.cpp
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@@ -4,6 +4,8 @@
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#include "Core/EPlayerSpawned.h"
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#include "Input/FirstPersonInputController.h"
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#include <imgui/imgui.h>
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#include "Events/EDoubleJump.h"
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#include "../Engine/Sound/EPlaySoundOnEntity.h"
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class PlayerMovementSystem : public ImpureSystem
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{
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@@ -17,6 +19,19 @@ private:
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// State
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std::unordered_map<EntityWrapper, FirstPersonInputController<PlayerMovementSystem>*> m_PlayerInputControllers;
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EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
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// Walking logic
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// Keeps track of how far the player has walked within this "key press session".
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float m_DistanceMoved = 0.0f;
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// How far a step is (How often the step sound will be played).
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const float m_PlayerStepLength = 1.75f;
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// Determine what sound file to play.
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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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// The logic for making the sound play when player is moving
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void playerStep(double dt);
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EventRelay<PlayerMovementSystem, Events::PlayerSpawned> m_EPlayerSpawned;
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bool OnPlayerSpawned(Events::PlayerSpawned& e);
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