Merge remote-tracking branch 'origin/master' into AndersTest

This commit is contained in:
verysecrethero
2016-03-01 09:47:24 +01:00
40 changed files with 1296 additions and 621 deletions
+4
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@@ -30,10 +30,13 @@ struct EntityWrapper
EntityWrapper FirstChildByName(const std::string& name);
EntityWrapper FirstParentWithComponent(const std::string& componentType);
EntityWrapper Clone(EntityWrapper parent = EntityWrapper::Invalid);
std::vector<EntityWrapper> ChildrenWithComponent(const std::string& componentType);
void DeleteChildren();
bool IsChildOf(EntityWrapper potentialParent);
bool Valid() const;
ComponentWrapper operator[](const char* componentName);
ComponentWrapper operator[](const std::string& componentName);
bool operator==(const EntityWrapper& e) const;
bool operator!=(const EntityWrapper& e) const;
explicit operator EntityID() const;
@@ -41,6 +44,7 @@ struct EntityWrapper
private:
EntityWrapper firstChildByNameRecursive(const std::string& name, EntityID parent);
EntityWrapper cloneRecursive(EntityWrapper entity, EntityWrapper parent);
void childrenWithComponentRecursive(const std::string& componentType, EntityWrapper& entity, std::vector<EntityWrapper>& childrenWithComponent);
};
namespace std
+1 -1
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@@ -68,7 +68,7 @@ protected:
const std::string m_ComponentType;
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cPlayer, double dt) = 0;
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) = 0;
};
class ImpureSystem : public virtual System
@@ -1,37 +1,33 @@
#ifndef AssaultWeaponBehaviour_h__
#define AssaultWeaponBehaviour_h__
#include "Sound/EPlaySoundOnEntity.h"
#include "Collision/Collision.h"
#include "Rendering/AnimationSystem.h"
#include "Core/ConfigFile.h"
#include "WeaponBehaviour.h"
#include "../SpawnerSystem.h"
#include "Core/EPlayerDamage.h"
#include "Core/EShoot.h"
class AssaultWeaponBehaviour : public WeaponBehaviour
class AssaultWeaponBehaviour : public WeaponBehaviour<AssaultWeaponBehaviour>
{
public:
AssaultWeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree, EntityWrapper weaponEntity);
virtual void Fire() override;
virtual void CeaseFire() override;
virtual void Reload() override;
AssaultWeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree)
: WeaponBehaviour(systemParams, "AssaultWeapon", renderer, collisionOctree)
{ }
virtual void Update(double dt) override;
protected:
virtual void OnPrimaryFire(WeaponInfo& wi) override;
virtual void OnCeasePrimaryFire(WeaponInfo& wi) override;
virtual void OnReload(WeaponInfo& wi) override;
private:
EntityWrapper m_FirstPersonModel;
EntityWrapper m_ThirdPersonModel;
// State
bool m_Firing = false;
bool m_Reloading = false;
double m_ReloadTimer = 0.0;
EntityWrapper m_FirstPersonReloadImpersonator;
EntityWrapper m_ThirdPersonReloadImpersonator;
double m_TimeSinceLastFire = 0.0;
EventRelay<WeaponBehaviour, Events::AnimationComplete> m_EAnimationComplete;
bool OnAnimationComplete(Events::AnimationComplete& e);
EntityWrapper m_FirstPersonReloadImpostor;
bool hasAmmo();
void fireRound();
@@ -47,3 +43,5 @@ private:
bool shoot(double damage);
void showHitMarker();
};
#endif
@@ -0,0 +1,38 @@
#include "WeaponBehaviour.h"
#include "Collision/Collision.h"
#include "Core/EPlayerDamage.h"
#include "Rendering/ESetCamera.h"
class DefenderWeaponBehaviour : public WeaponBehaviour<DefenderWeaponBehaviour>
{
public:
DefenderWeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree)
: System(systemParams)
, WeaponBehaviour(systemParams, "DefenderWeapon", renderer, collisionOctree)
, m_RandomEngine(m_RandomDevice())
{
EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &DefenderWeaponBehaviour::OnSetCamera);
}
void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt) override;
void UpdateWeapon(WeaponInfo& wi, double dt) override;
void OnPrimaryFire(WeaponInfo& wi) override;
void OnCeasePrimaryFire(WeaponInfo& wi) override;
bool OnInputCommand(WeaponInfo& wi, const Events::InputCommand& e) override;
private:
std::random_device m_RandomDevice;
std::mt19937 m_RandomEngine;
EntityWrapper m_CurrentCamera;
EventRelay<DefenderWeaponBehaviour, Events::SetCamera> m_ESetCamera;
bool OnSetCamera(const Events::SetCamera& e);
// Weapon functions
void fireShell(WeaponInfo& wi);
void dealDamage(WeaponInfo& wi, glm::vec3 direction, double damage);
// Utility
float traceRayDistance(glm::vec3 origin, glm::vec3 direction);
Camera cameraFromEntity(EntityWrapper camera);
};
+160 -13
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@@ -5,30 +5,177 @@
#include "Rendering/IRenderer.h"
#include "Core/Octree.h"
#include "Collision/EntityAABB.h"
#include "Input/EInputCommand.h"
#include "Systems/SpawnerSystem.h"
class WeaponBehaviour : public System
template <typename ETYPE>
class WeaponBehaviour : public PureSystem
{
friend class WeaponSystem;
public:
WeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree, EntityWrapper player)
: System(systemParams)
WeaponBehaviour(SystemParams params, std::string componentType, IRenderer* renderer, Octree<EntityAABB>* collisionOctree)
: System(params)
, PureSystem(componentType)
, m_Renderer(renderer)
, m_CollisionOctree(collisionOctree)
, m_Player(player)
{ }
{
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &WeaponBehaviour::_OnInputCommand)
}
virtual ~WeaponBehaviour() = default;
WeaponBehaviour(const WeaponBehaviour&) = delete;
WeaponBehaviour& operator=(const WeaponBehaviour &) = delete;
virtual void Fire() = 0;
virtual void CeaseFire() { }
virtual void Reload() { }
virtual void Update(double dt) { }
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override
{
auto weapon = getActiveWeapon(entity);
if (!weapon) {
return;
} else {
UpdateWeapon(*weapon, dt);
}
}
protected:
struct WeaponInfo
{
std::string WeaponComponent;
EntityWrapper Player;
EntityWrapper WeaponEntity;
EntityWrapper FirstPersonEntity;
EntityWrapper ThirdPersonEntity;
ComponentWrapper GetComponent() { return WeaponEntity[WeaponComponent]; }
};
IRenderer* m_Renderer;
Octree<EntityAABB>* m_CollisionOctree;
EntityWrapper m_Player;
std::unordered_map<EntityWrapper, WeaponInfo> m_ActiveWeapons;
virtual void UpdateWeapon(WeaponInfo& wi, double dt) { }
virtual void OnPrimaryFire(WeaponInfo& wi) { }
virtual void OnCeasePrimaryFire(WeaponInfo& wi) { }
virtual void OnReload(WeaponInfo& wi) { }
virtual bool OnInputCommand(WeaponInfo& wi, const Events::InputCommand& e) { return false; }
private:
EventRelay<ETYPE, Events::InputCommand> m_EInputCommand;
bool _OnInputCommand(const Events::InputCommand& e)
{
EntityWrapper player = e.Player;
if (e.PlayerID == -1) {
player = LocalPlayer;
}
// Make sure the player is alive
if (!player.Valid()) {
return false;
}
// Make sure the player has this weapon
auto weapon = getWeaponComponent(player);
if (!weapon) {
return false;
}
// Weapon selection
if (e.Command == "SelectWeapon") {
if (static_cast<ComponentInfo::EnumType>(e.Value) == static_cast<ComponentInfo::EnumType>((*weapon)["Slot"])) {
selectWeapon(player);
}
}
// Only handle weapon actions if the weapon is active
auto activeWeapon = getActiveWeapon(player);
if (!activeWeapon) {
return false;
}
// Fire
if (e.Command == "PrimaryFire") {
if (e.Value > 0) {
OnPrimaryFire(*activeWeapon);
} else {
OnCeasePrimaryFire(*activeWeapon);
}
}
// Reload
if (e.Command == "Reload" && e.Value != 0) {
OnReload(*activeWeapon);
}
return OnInputCommand(*activeWeapon, e);
}
boost::optional<ComponentWrapper> getWeaponComponent(EntityWrapper player)
{
if (!player.HasComponent(m_ComponentType)) {
return boost::none;
}
return player[m_ComponentType];
}
boost::optional<WeaponInfo&> getActiveWeapon(EntityWrapper player)
{
auto it = m_ActiveWeapons.find(player);
if (it == m_ActiveWeapons.end()) {
return boost::none;
}
WeaponInfo& activeWeapon = it->second;
if (!activeWeapon.FirstPersonEntity.Valid() && !activeWeapon.ThirdPersonEntity.Valid()) {
return boost::none;
}
return activeWeapon;
}
void selectWeapon(EntityWrapper player)
{
// Find the weapon attachments matching the weapon type
std::vector<EntityWrapper> weaponAttachments = player.ChildrenWithComponent("WeaponAttachment");
EntityWrapper firstPersonAttachment;
EntityWrapper thirdPersonAttachment;
for (auto& attachment : weaponAttachments) {
ComponentWrapper cWeaponAttachment = attachment["WeaponAttachment"];
if ((std::string&)cWeaponAttachment["Weapon"] == m_ComponentType) {
ComponentWrapper::SubscriptProxy person = cWeaponAttachment["Person"];
if ((ComponentInfo::EnumType)person == person.Enum("FirstPerson")) {
firstPersonAttachment = attachment;
} else if ((ComponentInfo::EnumType)person == person.Enum("ThirdPerson")) {
thirdPersonAttachment = attachment;
}
}
}
if (!firstPersonAttachment.Valid() && !thirdPersonAttachment.Valid()) {
LOG_WARNING("No weapon attachment found for %s of player #%i", m_ComponentType.c_str(), player.ID);
return;
}
// Purge other weapon entities
for (auto& attachment : weaponAttachments) {
//if (attachment == firstPersonAttachment || attachment == thirdPersonAttachment) {
// continue;
//}
attachment.DeleteChildren();
}
// Spawn the weapon(s)
EntityWrapper firstPersonWeapon;
EntityWrapper thirdPersonWeapon;
if (firstPersonAttachment.Valid()) {
firstPersonWeapon = SpawnerSystem::Spawn(firstPersonAttachment, firstPersonAttachment);
}
if (thirdPersonAttachment.Valid()) {
thirdPersonWeapon = SpawnerSystem::Spawn(thirdPersonAttachment, thirdPersonAttachment);
}
m_ActiveWeapons[player].WeaponComponent = m_ComponentType;
m_ActiveWeapons[player].Player = player;
m_ActiveWeapons[player].WeaponEntity = player;
m_ActiveWeapons[player].FirstPersonEntity = firstPersonWeapon;
m_ActiveWeapons[player].ThirdPersonEntity = thirdPersonWeapon;
}
};
#endif
+3
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@@ -46,4 +46,7 @@
<xs:include schemaLocation="Components/Page.xsd"/>
<xs:include schemaLocation="Components/SpriteIndicator.xsd"/>
<xs:include schemaLocation="Components/Button.xsd"/>
<xs:include schemaLocation="Components/DoubleJump.xsd"/>
<xs:include schemaLocation="Components/WeaponAttachment.xsd"/>
<xs:include schemaLocation="Components/DefenderWeapon.xsd"/>
</xs:schema>
@@ -8,4 +8,5 @@
<RPM>120</RPM>
<ViewPunch>0.01</ViewPunch>
<ReloadTime>2</ReloadTime>
<Slot><Primary/></Slot>
</AssaultWeapon>
@@ -2,6 +2,7 @@
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:include schemaLocation="../Types/WeaponSlotEnum.xsd"/>
<xs:element name="AssaultWeapon">
<xs:complexType>
@@ -28,6 +29,7 @@
<xs:element name="ReloadTime" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>Time it takes to reload the weapon in seconds</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="Slot" type="WeaponSlotEnum" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
+16
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@@ -0,0 +1,16 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<DefenderWeapon xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="DefenderWeapon.xsd">
<MagazineAmmo>8</MagazineAmmo>
<MagazineSize>8</MagazineSize>
<Ammo>64</Ammo>
<MaxAmmo>64</MaxAmmo>
<BaseDamage>90</BaseDamage>
<SpreadAngle>0.174533</SpreadAngle> <!-- 0.174533 = 10 degrees -->
<NumPellets>10</NumPellets>
<RPM>120</RPM>
<ViewPunch>0.01</ViewPunch>
<ReloadTime>0.5</ReloadTime>
<Slot><Primary/></Slot>
<IsFiring>false</IsFiring>
<TimeSinceLastFire>0</TimeSinceLastFire>
</DefenderWeapon>
+44
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@@ -0,0 +1,44 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:include schemaLocation="../Types/WeaponSlotEnum.xsd"/>
<xs:element name="DefenderWeapon">
<xs:complexType>
<xs:all>
<xs:element name="MagazineAmmo" type="t:int" minOccurs="0">
<xs:annotation><xs:documentation>Ammo currently loaded into the magazine</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="MagazineSize" type="t:int" minOccurs="0">
<xs:annotation><xs:documentation>Max number of rounds in a magazine</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="Ammo" type="t:int" minOccurs="0">
<xs:annotation><xs:documentation>Current ammo carried</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="MaxAmmo" type="t:int" minOccurs="0">
<xs:annotation><xs:documentation>Maximum ammo able to be carried</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="BaseDamage" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>Damage dealt if all shotgun pellets hit</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="SpreadAngle" type="t:float" minOccurs="0">
<xs:annotation><xs:documentation>Spread angle in radians</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="NumPellets" type="t:int" minOccurs="0"/>
<xs:element name="RPM" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>Rate of fire in rounds per minute</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="ViewPunch" type="t:float" minOccurs="0">
<xs:annotation><xs:documentation>View punch in radians for each shell fired</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="ReloadTime" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>Time it takes to load ONE SHELL into the weapon in seconds</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="Slot" type="WeaponSlotEnum" minOccurs="0"/>
<xs:element name="IsFiring" type="t:bool" minOccurs="0"/>
<xs:element name="TimeSinceLastFire" type="t:double" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
@@ -0,0 +1,4 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<DoubleJump xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="DoubleJump.xsd">
<DoubleJumpSpeed>4.0</DoubleJumpSpeed>
</DoubleJump>
@@ -0,0 +1,16 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="DoubleJump">
<xs:annotation><xs:documentation>Enables a Player to double jump.</xs:documentation></xs:annotation>
<xs:complexType>
<xs:all>
<xs:element name="DoubleJumpSpeed" type="t:float" minOccurs="0">
<xs:annotation><xs:documentation>Vertical velocity set on double jump.</xs:documentation></xs:annotation>
</xs:element>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
+2
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@@ -2,5 +2,7 @@
<Player xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Player.xsd">
<MovementSpeed>3</MovementSpeed>
<CrouchSpeed>1.5</CrouchSpeed>
<JumpSpeed>4.0</JumpSpeed>
<CurrentWishDirection X="0" Y="0" Z="0"/>
<CurrentWeapon></CurrentWeapon>
</Player>
+4
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@@ -11,7 +11,11 @@
<xs:all>
<xs:element name="MovementSpeed" type="t:float" minOccurs="0"/>
<xs:element name="CrouchSpeed" type="t:float" minOccurs="0"/>
<xs:element name="JumpSpeed" type="t:float" minOccurs="0">
<xs:annotation><xs:documentation>Vertical velocity set when jumping.</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="CurrentWishDirection" type="t:Vector" minOccurs="0"/>
<xs:element name="CurrentWeapon" type="t:string" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
-3
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@@ -1,3 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Trigger xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Trigger.xsd">
</Trigger>
-17
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@@ -1,17 +0,0 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="Weapon">
<xs:complexType>
<xs:all>
<xs:element name="MagSize" type="t:int" minOccurs="0"/>
<xs:element name="MaxAmmo" type="t:int" minOccurs="0"/>
<xs:element name="CurrentAmmoInMag" type="t:int" minOccurs="0"/>
<xs:element name="CurrentAmmo" type="t:int" minOccurs="0"/>
<xs:element name="RPM" type="t:double" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
@@ -0,0 +1,5 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<WeaponAttachment xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="WeaponAttachment.xsd">
<Weapon></Weapon>
<Person><FirstPerson/></Person>
</WeaponAttachment>
@@ -0,0 +1,28 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:complexType name="PersonEnum" mixed="true">
<xs:complexContent>
<xs:extension base="t:enum">
<xs:choice>
<xs:element name="FirstPerson" type="t:int" fixed="0" minOccurs="0"/>
<xs:element name="ThirdPerson" type="t:int" fixed="1" minOccurs="0"/>
</xs:choice>
</xs:extension>
</xs:complexContent>
</xs:complexType>
<xs:element name="WeaponAttachment">
<xs:annotation><xs:documentation>Combine with a spawner to define a weapon attachment point</xs:documentation></xs:annotation>
<xs:complexType>
<xs:all>
<xs:element name="Weapon" type="t:string" minOccurs="0">
<xs:annotation><xs:documentation>The weapon component type this attachment refers to</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="Person" type="PersonEnum" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
+99
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@@ -0,0 +1,99 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="WeaponModel" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.12043038" Y="-0.244988307" Z="-0.181454808"/>
<Orientation X="0.010404544" Y="-0.00268173823" Z="0.0428441577"/>
</c:Transform>
</Components>
<Children>
<Entity name="WeaponMuzzle">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/RayBlue.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.00325386273" Y="0.0970000029" Z="-0.843000054"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="FirstPersonReloadSpawner">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/ReloadEffectView.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="AmmunitionHUD">
<Components>
<c:AmmunitionHUD/>
<c:Transform>
<Position X="-0.0430000015" Y="0.131501317" Z="-0.0670000017"/>
<Scale X="0.400000006" Y="0.400000006" Z="0.400000006"/>
</c:Transform>
</Components>
<Children>
<Entity name="AmmunitionHUDBackground">
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<Color A="0.588235319" B="0" G="0" R="0"/>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="-0.00200000009"/>
<Scale X="0.119999997" Y="0.119999997" Z="0.119999997"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="AmmunitionText">
<Components>
<c:Transform/>
</Components>
<Children>
<Entity name="MagazineAmmo">
<Components>
<c:Text>
<Content>32</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
</c:Text>
<c:Transform>
<Scale X="0.0599999987" Y="0.0599999987" Z="0.0599999987"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Ammo">
<Components>
<c:Text>
<Content>360</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
</c:Text>
<c:Transform>
<Position X="5.2833886e-05" Y="-0.0407950208" Z="0"/>
<Scale X="0.0399999991" Y="0.0399999991" Z="0.0399999991"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
+40
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@@ -0,0 +1,40 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="ThirdPersonWeaponModel" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.163429111" Y="1.0235405" Z="-0.215489209"/>
<Orientation X="-0.0631071255" Y="-0.0576644838" Z="0.118255548"/>
</c:Transform>
</Components>
<Children>
<Entity name="WeaponMuzzle">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/RayBlue.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.00644115033" Y="0.096679531" Z="-0.436609417"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="ThirdPersonReloadSpawner">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/ReloadEffectWorld.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
+40
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@@ -0,0 +1,40 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="Shield" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:Transform/>
</Components>
<Children>
<Entity name="Shield">
<Components>
<c:Model>
<Resource>Models/Core/UnitPlane.mesh</Resource>
</c:Model>
<c:Shield/>
<c:Transform>
<Scale X="1.11800003" Y="0.0320000015" Z="1.9180001"/>
<Orientation X="-1.57079995" Y="0" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="VisibleSide">
<Components>
<c:Shielded/>
<c:Model>
<Resource>Models/Core/UnitHexagon.mesh</Resource>
<Color A="0" B="1" G="0" R="0"/>
<Transparent>true</Transparent>
</c:Model>
<c:Transform>
<Position X="0" Y="0" Z="0.0179871861"/>
<Scale X="1.01900005" Y="0.0120000001" Z="1.91000009"/>
<Orientation X="-1.57079995" Y="0" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
+99
View File
@@ -0,0 +1,99 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="WeaponModel" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
<PositionOffset X="0" Y="0.0480000004" Z="-0.183000013"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Blue/DefenderGunBlue.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.120430306" Y="0.775375426" Z="1.36542225"/>
</c:Transform>
</Components>
<Children>
<Entity name="WeaponMuzzle">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/RayBlue.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.00191565475" Y="0.0324025005" Z="-0.2021029"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="FirstPersonReloadSpawner">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/ReloadEffectView.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="AmmunitionHUD">
<Components>
<c:AmmunitionHUD/>
<c:Transform>
<Position X="-0.0490000024" Y="0.0520000011" Z="-0.063000001"/>
<Scale X="0.400000006" Y="0.400000006" Z="0.400000006"/>
</c:Transform>
</Components>
<Children>
<Entity name="AmmunitionHUDBackground">
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<Color A="0.588235319" B="0" G="0" R="0"/>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="-0.00200000009"/>
<Scale X="0.119999997" Y="0.119999997" Z="0.119999997"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="AmmunitionText">
<Components>
<c:Transform/>
</Components>
<Children>
<Entity name="MagazineAmmo">
<Components>
<c:Text>
<Content>32</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
</c:Text>
<c:Transform>
<Scale X="0.0599999987" Y="0.0599999987" Z="0.0599999987"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Ammo">
<Components>
<c:Text>
<Content>360</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
</c:Text>
<c:Transform>
<Position X="5.2833886e-05" Y="-0.0407950208" Z="0"/>
<Scale X="0.0399999991" Y="0.0399999991" Z="0.0399999991"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
+99
View File
@@ -0,0 +1,99 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="WeaponModel" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
<PositionOffset X="0" Y="0.0480000004" Z="-0.183000013"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Red/DefenderGunRed.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.120430306" Y="0.775375426" Z="1.36542225"/>
</c:Transform>
</Components>
<Children>
<Entity name="WeaponMuzzle">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/RayRed.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.00191565475" Y="0.0324025005" Z="-0.2021029"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="FirstPersonReloadSpawner">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/ReloadEffectView.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="AmmunitionHUD">
<Components>
<c:AmmunitionHUD/>
<c:Transform>
<Position X="-0.0490000024" Y="0.0520000011" Z="-0.063000001"/>
<Scale X="0.400000006" Y="0.400000006" Z="0.400000006"/>
</c:Transform>
</Components>
<Children>
<Entity name="AmmunitionHUDBackground">
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<Color A="0.588235319" B="0" G="0" R="0"/>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="-0.00200000009"/>
<Scale X="0.119999997" Y="0.119999997" Z="0.119999997"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="AmmunitionText">
<Components>
<c:Transform/>
</Components>
<Children>
<Entity name="MagazineAmmo">
<Components>
<c:Text>
<Content>32</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
</c:Text>
<c:Transform>
<Scale X="0.0599999987" Y="0.0599999987" Z="0.0599999987"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Ammo">
<Components>
<c:Text>
<Content>360</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
</c:Text>
<c:Transform>
<Position X="5.2833886e-05" Y="-0.0407950208" Z="0"/>
<Scale X="0.0399999991" Y="0.0399999991" Z="0.0399999991"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
+41
View File
@@ -0,0 +1,41 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="ThirdPersonWeaponModel" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
<PositionOffset X="0" Y="0.0320000015" Z="-0.165000007"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Blue/DefenderGunBlue.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.162026152" Y="1.05794585" Z="-0.380744517"/>
<Orientation X="-0.0628969446" Y="-0.0509683639" Z="0.118739031"/>
</c:Transform>
</Components>
<Children>
<Entity name="WeaponMuzzle">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/RayBlue.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.000284185546" Y="0.0318552479" Z="-0.193328083"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="ThirdPersonReloadSpawner">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/ReloadEffectWorld.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
+41
View File
@@ -0,0 +1,41 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="ThirdPersonWeaponModel" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
<PositionOffset X="0" Y="0.0320000015" Z="-0.165000007"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Red/DefenderGunRed.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.162026152" Y="1.05794585" Z="-0.380744517"/>
<Orientation X="-0.0628969446" Y="-0.0509683639" Z="0.118739031"/>
</c:Transform>
</Components>
<Children>
<Entity name="WeaponMuzzle">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/RayRed.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.000284185546" Y="0.0318552479" Z="-0.193328083"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="ThirdPersonReloadSpawner">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/ReloadEffectWorld.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
+1 -252
View File
@@ -10,7 +10,7 @@
<Components>
<c:PlayerSpawn/>
<c:Spawner>
<EntityFile>Schema/Entities/Player.xml</EntityFile>
<EntityFile>Schema/Entities/PlayerRed.xml</EntityFile>
</c:Spawner>
<c:Team>
<Team>
@@ -118,257 +118,6 @@
</Entity>
</Children>
</Entity>
<Entity name="Player">
<Components>
<c:AABB>
<Origin X="0" Y="0.772000015" Z="0"/>
<Size X="1" Y="1.60000002" Z="1"/>
</c:AABB>
<c:AssaultWeapon>
<RPM>600</RPM>
</c:AssaultWeapon>
<c:Collidable/>
<c:DashAbility/>
<c:Health/>
<c:Physics>
<Velocity X="2.30999646e-23" Y="0" Z="1.05272533e-23"/>
</c:Physics>
<c:Player>
<MovementSpeed>5</MovementSpeed>
</c:Player>
<c:Team>
<Team>
<Red/>
</Team>
</c:Team>
<c:Transform>
<Position X="0" Y="0.0288832653" Z="2.64837074"/>
</c:Transform>
</Components>
<Children>
<Entity name="Camera">
<Components>
<c:Camera/>
<c:Transform>
<Position X="0" Y="1.27700007" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity name="PlayerName">
<Components>
<c:Text>
<Resource>Fonts/DroidSans.ttf,100</Resource>
<Color A="1" B="0" G="1" R="0"/>
</c:Text>
<c:Transform>
<Position X="0.100000001" Y="0.248000011" Z="-0.248000011"/>
<Scale X="0.100000001" Y="0.113000005" Z="0.5"/>
<Orientation X="0" Y="3.14199996" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="CameraModel">
<Components>
<c:Model>
<Resource>Models/Widgets/Camera.mesh</Resource>
<Visible>false</Visible>
</c:Model>
<c:Transform>
<Position X="0" Y="0.0331346765" Z="-0.0792061687"/>
<Scale X="1.30000007" Y="1.50000012" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="HUD">
<Components>
<c:Transform>
<Position X="0" Y="0" Z="-0.5"/>
</c:Transform>
</Components>
<Children>
<Entity name="HealthBar">
<Components>
<c:Fill>
<Percentage>1</Percentage>
<Color A="0" B="1" G="0" R="0"/>
</c:Fill>
<c:HealthHUD/>
<c:Model>
<Resource>Models/Core/UnitHexagon.mesh</Resource>
<Color A="1" B="0.70588237" G="0.70588237" R="0.70588237"/>
</c:Model>
<c:Transform>
<Position X="-0.383000016" Y="-0.185000002" Z="0"/>
<Scale X="0.150000006" Y="0.150000006" Z="0.150000006"/>
<Orientation X="0" Y="0.594000041" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Crosshair">
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Weapons/Crosshair/SmallThickHoleDot.png</DiffuseTexture>
<DepthSort>false</DepthSort>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="0.200000003"/>
<Scale X="0.0250000004" Y="0.0250000004" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="Hands">
<Components>
<c:Animation>
<AnimationName1>Idle</AnimationName1>
<Time1>1.9569972344146196</Time1>
<Speed1>1</Speed1>
</c:Animation>
<c:Model>
<Resource>Models/Characters/Assault/FirstPerson.mesh</Resource>
<Transparent>true</Transparent>
</c:Model>
<c:Transform/>
</Components>
<Children>
<Entity name="WeaponModel">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
<Transparent>true</Transparent>
</c:Model>
<c:Transform>
<Position X="0.120748013" Y="-0.228470564" Z="-0.151475638"/>
<Orientation X="0.010404693" Y="-0.00268176314" Z="0.0428441502"/>
</c:Transform>
</Components>
<Children>
<Entity name="WeaponMuzzle">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/RayBlue.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.00325386273" Y="0.0970000029" Z="-0.843000054"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="FirstPersonReloadSpawner">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/WeaponReloadEffect.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="ThirdPersonCamera">
<Components>
<c:Camera/>
<c:Model>
<Resource>Models/Widgets/Camera.mesh</Resource>
<Visible>false</Visible>
</c:Model>
<c:Transform>
<Position X="-0.284000009" Y="1.83800006" Z="1.18900001"/>
<Orientation X="5.95600033" Y="0" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="PlayerModel">
<Components>
<c:Animation>
<AnimationName1>Idle</AnimationName1>
<Time1>1.8055945618467364</Time1>
<Speed1>1</Speed1>
</c:Animation>
<c:AnimationOffset>
<AnimationName>AimRifle</AnimationName>
<Time>0.5</Time>
</c:AnimationOffset>
<c:HiddenForLocalPlayer/>
<c:Model>
<Resource>Models/Characters/Assault/AssaultAnimations.mesh</Resource>
<Color A="1" B="0" G="0" R="1"/>
</c:Model>
<c:Transform/>
</Components>
<Children>
<Entity name="ThirdPersonWeaponModel">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
<Visible>false</Visible>
</c:Model>
<c:Transform>
<Position X="0.158578917" Y="1.02878916" Z="-0.215411991"/>
<Orientation X="-0.0626687407" Y="-0.0361274257" Z="0.120101407"/>
</c:Transform>
</Components>
<Children>
<Entity name="ThirdPersonWeaponMuzzle">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/RayBlue.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.00644115033" Y="0.096679531" Z="-0.436609417"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="AABBStanding">
<Components>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="0.427450985" B="1" G="1" R="1"/>
<Visible>false</Visible>
</c:Model>
<c:Transform>
<Position X="0" Y="0.772000015" Z="0"/>
<Scale X="1" Y="1.60000002" Z="1"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="AABBCrouching">
<Components>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="0.745098054" B="1" G="0" R="1"/>
<Visible>false</Visible>
</c:Model>
<c:Transform>
<Position X="0" Y="0.772000015" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
+74 -131
View File
@@ -7,23 +7,31 @@
<Size X="1" Y="1.60000002" Z="1"/>
</c:AABB>
<c:AssaultWeapon>
<RPM>600</RPM>
<Slot>
<Secondary/>
</Slot>
</c:AssaultWeapon>
<c:Collidable/>
<c:DashAbility/>
<c:DefenderWeapon>
<TimeSinceLastFire>1.6944730461160304</TimeSinceLastFire>
</c:DefenderWeapon>
<c:DoubleJump/>
<c:Health/>
<c:Physics>
<Velocity X="2.30999646e-23" Y="0" Z="1.05272533e-23"/>
</c:Physics>
<c:Player>
<MovementSpeed>5</MovementSpeed>
<CurrentWeapon></CurrentWeapon>
</c:Player>
<c:Team>
<Team>
<Blue/>
</Team>
</c:Team>
<c:Transform/>
<c:Transform>
<Position X="-1.42731023" Y="0.0288832653" Z="3.63052702"/>
</c:Transform>
</Components>
<Children>
@@ -303,7 +311,8 @@
</Children>
</Entity>
</Children>
</Entity> <Entity name="KillFeed">
</Entity>
<Entity name="KillFeed">
<Components>
<c:KillFeed/>
<c:Transform>
@@ -363,7 +372,7 @@
<Components>
<c:Animation>
<AnimationName1>Idle</AnimationName1>
<Time1>0.97725610639912475</Time1>
<Time1>0.67172915251515519</Time1>
<Speed1>1</Speed1>
<AnimationName2></AnimationName2>
<AnimationName3></AnimationName3>
@@ -375,100 +384,29 @@
<c:Transform/>
</Components>
<Children>
<Entity name="WeaponModel">
<Entity name="PrimaryAttachment">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.12043038" Y="-0.244988307" Z="-0.181454808"/>
<Orientation X="0.010404544" Y="-0.00268173823" Z="0.0428441577"/>
</c:Transform>
<c:Spawner>
<EntityFile>Schema/Entities/DefenderWeaponView.xml</EntityFile>
</c:Spawner>
<c:Transform/>
<c:WeaponAttachment>
<Weapon>DefenderWeapon</Weapon>
</c:WeaponAttachment>
</Components>
<Children>
<Entity name="WeaponMuzzle">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/RayBlue.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.00325386273" Y="0.0970000029" Z="-0.843000054"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="FirstPersonReloadSpawner">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/ReloadEffectView.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="AmmunitionHUD">
<Components>
<c:AmmunitionHUD/>
<c:Transform>
<Position X="-0.0430000015" Y="0.131501317" Z="-0.0670000017"/>
<Scale X="0.400000006" Y="0.400000006" Z="0.400000006"/>
</c:Transform>
</Components>
<Children>
<Entity name="AmmunitionHUDBackground">
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<Color A="0.588235319" B="0" G="0" R="0"/>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="-0.00200000009"/>
<Scale X="0.119999997" Y="0.119999997" Z="0.119999997"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="AmmunitionText">
<Components>
<c:Transform/>
</Components>
<Children>
<Entity name="MagazineAmmo">
<Components>
<c:Text>
<Content>32</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
</c:Text>
<c:Transform>
<Scale X="0.0599999987" Y="0.0599999987" Z="0.0599999987"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Ammo">
<Components>
<c:Text>
<Content>360</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
</c:Text>
<c:Transform>
<Position X="5.2833886e-05" Y="-0.0407950208" Z="0"/>
<Scale X="0.0399999991" Y="0.0399999991" Z="0.0399999991"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
<Children/>
</Entity>
<Entity name="SecondaryAttachment">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/AssaultWeaponView.xml</EntityFile>
</c:Spawner>
<c:Transform/>
<c:WeaponAttachment>
<Weapon>AssaultWeapon</Weapon>
</c:WeaponAttachment>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
@@ -492,7 +430,6 @@
<Components>
<c:Animation>
<AnimationName1>Idle</AnimationName1>
<Time1>0.87583812735846323</Time1>
<Speed1>1</Speed1>
<AnimationName2></AnimationName2>
<AnimationName3></AnimationName3>
@@ -501,6 +438,7 @@
<AnimationName>AimRifle</AnimationName>
<Time>0.5</Time>
</c:AnimationOffset>
<c:Shielded/>
<c:HiddenForLocalPlayer/>
<c:Model>
<Resource>Models/Characters/Assault/AssaultAnimations.mesh</Resource>
@@ -509,41 +447,35 @@
<c:Transform/>
</Components>
<Children>
<Entity name="ThirdPersonWeaponModel">
<Entity name="PrimaryAttachment">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.163429111" Y="1.0235405" Z="-0.215489209"/>
<Orientation X="-0.0631071255" Y="-0.0576644838" Z="0.118255548"/>
</c:Transform>
<c:Spawner>
<EntityFile>Schema/Entities/DefenderWeaponWorld.xml</EntityFile>
</c:Spawner>
<c:Transform/>
<c:WeaponAttachment>
<Weapon>DefenderWeapon</Weapon>
<Person>
<ThirdPerson/>
</Person>
</c:WeaponAttachment>
</Components>
<Children>
<Entity name="ThirdPersonWeaponMuzzle">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/RayBlue.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.00644115033" Y="0.096679531" Z="-0.436609417"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="ThirdPersonReloadSpawner">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/ReloadEffectWorld.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
<Children/>
</Entity>
<Entity name="SecondaryAttachment">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/AssaultWeaponWorld.xml</EntityFile>
</c:Spawner>
<c:Transform/>
<c:WeaponAttachment>
<Weapon>AssaultWeapon</Weapon>
<Person>
<ThirdPerson/>
</Person>
</c:WeaponAttachment>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
@@ -609,6 +541,17 @@
</Components>
<Children/>
</Entity>
<Entity name="ShieldAttachment">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/DefenderShield.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0" Y="0.859000027" Z="-0.976999998"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
+76 -134
View File
@@ -7,23 +7,31 @@
<Size X="1" Y="1.60000002" Z="1"/>
</c:AABB>
<c:AssaultWeapon>
<RPM>600</RPM>
<Slot>
<Secondary/>
</Slot>
</c:AssaultWeapon>
<c:Collidable/>
<c:DashAbility/>
<c:DefenderWeapon>
<TimeSinceLastFire>1.6944730461160304</TimeSinceLastFire>
</c:DefenderWeapon>
<c:DoubleJump/>
<c:Health/>
<c:Physics>
<Velocity X="2.30999646e-23" Y="0" Z="1.05272533e-23"/>
</c:Physics>
<c:Player>
<MovementSpeed>5</MovementSpeed>
<CurrentWeapon></CurrentWeapon>
</c:Player>
<c:Team>
<Team>
<Red/>
</Team>
</c:Team>
<c:Transform/>
<c:Transform>
<Position X="0" Y="0.0288832653" Z="3.63052702"/>
</c:Transform>
</Components>
<Children>
@@ -364,7 +372,7 @@
<Components>
<c:Animation>
<AnimationName1>Idle</AnimationName1>
<Time1>1.2667383999985162</Time1>
<Time1>0.67172915251515519</Time1>
<Speed1>1</Speed1>
<AnimationName2></AnimationName2>
<AnimationName3></AnimationName3>
@@ -376,100 +384,29 @@
<c:Transform/>
</Components>
<Children>
<Entity name="WeaponModel">
<Entity name="PrimaryAttachment">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Red/AssaultWeaponRed.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.120430425" Y="-0.242105931" Z="-0.181454822"/>
<Orientation X="0.010404665" Y="-0.00268179877" Z="0.0428443067"/>
</c:Transform>
<c:Spawner>
<EntityFile>Schema/Entities/DefenderWeaponViewRed.xml</EntityFile>
</c:Spawner>
<c:Transform/>
<c:WeaponAttachment>
<Weapon>DefenderWeapon</Weapon>
</c:WeaponAttachment>
</Components>
<Children>
<Entity name="WeaponMuzzle">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/RayRed.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.00325386273" Y="0.0970000029" Z="-0.843000054"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="FirstPersonReloadSpawner">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/ReloadEffectViewRed.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="AmmunitionHUD">
<Components>
<c:AmmunitionHUD/>
<c:Transform>
<Position X="-0.0430000015" Y="0.131501317" Z="-0.0670000017"/>
<Scale X="0.400000006" Y="0.400000006" Z="0.400000006"/>
</c:Transform>
</Components>
<Children>
<Entity name="AmmunitionHUDBackground">
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<Color A="0.588235319" B="0" G="0" R="0"/>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="-0.00200000009"/>
<Scale X="0.119999997" Y="0.119999997" Z="0.119999997"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="AmmunitionText">
<Components>
<c:Transform/>
</Components>
<Children>
<Entity name="MagazineAmmo">
<Components>
<c:Text>
<Content>32</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
</c:Text>
<c:Transform>
<Scale X="0.0599999987" Y="0.0599999987" Z="0.0599999987"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Ammo">
<Components>
<c:Text>
<Content>360</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
</c:Text>
<c:Transform>
<Position X="5.2833886e-05" Y="-0.0407950208" Z="0"/>
<Scale X="0.0399999991" Y="0.0399999991" Z="0.0399999991"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
<Children/>
</Entity>
<Entity name="SecondaryAttachment">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/AssaultWeaponView.xml</EntityFile>
</c:Spawner>
<c:Transform/>
<c:WeaponAttachment>
<Weapon>AssaultWeapon</Weapon>
</c:WeaponAttachment>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
@@ -493,7 +430,6 @@
<Components>
<c:Animation>
<AnimationName1>Idle</AnimationName1>
<Time1>0.26532318661337229</Time1>
<Speed1>1</Speed1>
<AnimationName2></AnimationName2>
<AnimationName3></AnimationName3>
@@ -502,6 +438,7 @@
<AnimationName>AimRifle</AnimationName>
<Time>0.5</Time>
</c:AnimationOffset>
<c:Shielded/>
<c:HiddenForLocalPlayer/>
<c:Model>
<Resource>Models/Characters/Assault/AssaultAnimations.mesh</Resource>
@@ -510,41 +447,35 @@
<c:Transform/>
</Components>
<Children>
<Entity name="ThirdPersonWeaponModel">
<Entity name="PrimaryAttachment">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Red/AssaultWeaponRed.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.159282878" Y="1.0300566" Z="-0.216084003"/>
<Orientation X="-0.0626799241" Y="-0.0390551724" Z="0.119761385"/>
</c:Transform>
<c:Spawner>
<EntityFile>Schema/Entities/DefenderWeaponWorldRed.xml</EntityFile>
</c:Spawner>
<c:Transform/>
<c:WeaponAttachment>
<Weapon>DefenderWeapon</Weapon>
<Person>
<ThirdPerson/>
</Person>
</c:WeaponAttachment>
</Components>
<Children>
<Entity name="ThirdPersonWeaponMuzzle">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/RayRed.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.00644115033" Y="0.096679531" Z="-0.436609417"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="ThirdPersonReloadSpawner">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/ReloadEffectWorldRed.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
<Children/>
</Entity>
<Entity name="SecondaryAttachment">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/AssaultWeaponWorld.xml</EntityFile>
</c:Spawner>
<c:Transform/>
<c:WeaponAttachment>
<Weapon>AssaultWeapon</Weapon>
<Person>
<ThirdPerson/>
</Person>
</c:WeaponAttachment>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
@@ -583,20 +514,20 @@
<Color A="1" B="0" G="1" R="0"/>
</c:Text>
<c:Transform>
<Position X="0.100000001" Y="1.50199997" Z="-0.248000011"/>
<Position X="0.100000001" Y="1.50176644" Z="-0.248000011"/>
<Scale X="0.100000001" Y="0.113000005" Z="0.5"/>
<Orientation X="0" Y="3.14199996" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Entity name="Indicator">
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Icons/Arrow.png</DiffuseTexture>
<DepthSort>false</DepthSort>
<GlowMap></GlowMap>
<Color A="1" B="0" G="0" R="1"/>
<Color A="1" B="1" G="0.309803933" R="0"/>
</c:Sprite>
<c:HiddenForLocalPlayer/>
<c:SpriteIndicator>
@@ -604,12 +535,23 @@
<VisibleForSingleTeamOnly>true</VisibleForSingleTeamOnly>
</c:SpriteIndicator>
<c:Transform>
<Position X="0" Y="1.84000003" Z="0"/>
<Position X="0" Y="1.84019077" Z="0"/>
<Scale X="0.300000012" Y="0.300000012" Z="0.300000012"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="ShieldAttachment">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/DefenderShield.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0" Y="0.859000027" Z="-0.976999998"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
+2
View File
@@ -50,6 +50,8 @@
<xs:element ref="c:Menu" minOccurs="0"/>
<xs:element ref="c:Page" minOccurs="0"/>
<xs:element ref="c:Button" minOccurs="0"/>
<xs:element ref="c:WeaponAttachment" minOccurs="0"/>
<xs:element ref="c:DefenderWeapon" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
+16
View File
@@ -0,0 +1,16 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" elementFormDefault="unqualified" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:complexType name="WeaponSlotEnum" mixed="true">
<xs:complexContent>
<xs:extension base="t:enum">
<xs:choice>
<xs:element name="Primary" type="t:int" fixed="1" minOccurs="0"/>
<xs:element name="Secondary" type="t:int" fixed="2" minOccurs="0"/>
</xs:choice>
</xs:extension>
</xs:complexContent>
</xs:complexType>
</xs:schema>
+4 -1
View File
@@ -12,6 +12,7 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
if (!boundingBox) {
return;
}
ComponentWrapper& cTransform = entity["Transform"];
EntityAABB& boxA = *boundingBox;
bool everHitTheGround = false;
@@ -86,10 +87,12 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
glm::mat4 modelMatrix = Transform::ModelMatrix(boxB.Entity);
glm::vec3 inOutVelocity = (glm::vec3)cPhysics["Velocity"];
bool notMovingxz = glm::all(glm::lessThan(glm::abs(glm::vec2(inOutVelocity.x, inOutVelocity.z)), glm::vec2(0.01f))) && prevPosIt != m_PrevPositions.end();
bool isOnGround = (bool)cPhysics["IsOnGround"];
float verticalStepHeight = (float)(double)cPhysics["VerticalStepHeight"];
if (Collision::AABBvsTriangles(boxA, model->Vertices(), model->m_Indices, modelMatrix, inOutVelocity, verticalStepHeight, isOnGround, resolutionVector)) {
(glm::vec3&)cTransform["Position"] += resolutionVector;
//Move the position to previous position if it is not moving in the xz-plane, else resolve with the resolution vector.
(glm::vec3&)cTransform["Position"] += notMovingxz ? prevPosIt->second - boxA.Origin() : resolutionVector;
boxA = *Collision::EntityAbsoluteAABB(entity);
cPhysics["Velocity"] = inOutVelocity;
if (isOnGround) {
+43
View File
@@ -62,6 +62,29 @@ EntityWrapper EntityWrapper::Clone(EntityWrapper parent /*= Invalid*/)
return clone;
}
std::vector<EntityWrapper> EntityWrapper::ChildrenWithComponent(const std::string& componentType)
{
std::vector<EntityWrapper> childrenWithComponent;
childrenWithComponentRecursive(componentType, *this, childrenWithComponent);
return childrenWithComponent;
}
void EntityWrapper::DeleteChildren()
{
auto itPair = this->World->GetDirectChildren(this->ID);
if (itPair.first == itPair.second) {
return;
}
std::vector<EntityID> entitiesToDelete;
for (auto it = itPair.first; it != itPair.second; it++) {
entitiesToDelete.push_back(it->second);
}
for (auto& e : entitiesToDelete) {
this->World->DeleteEntity(e);
}
}
bool EntityWrapper::IsChildOf(EntityWrapper potentialParent)
{
EntityWrapper entity = *this;
@@ -101,6 +124,11 @@ ComponentWrapper EntityWrapper::operator[](const char* componentName)
}
}
ComponentWrapper EntityWrapper::operator[](const std::string& componentName)
{
return this->operator[](componentName.c_str());
}
bool EntityWrapper::operator==(const EntityWrapper& e) const
{
return (this->ID == e.ID) && (this->World == e.World);
@@ -166,3 +194,18 @@ EntityWrapper EntityWrapper::cloneRecursive(EntityWrapper entity, EntityWrapper
return clone;
}
void EntityWrapper::childrenWithComponentRecursive(const std::string& componentType, EntityWrapper& entity, std::vector<EntityWrapper>& childrenWithComponent)
{
auto itPair = this->World->GetDirectChildren(entity.ID);
if (itPair.first == itPair.second) {
return;
}
for (auto it = itPair.first; it != itPair.second; ++it) {
EntityWrapper child = EntityWrapper(entity.World, it->second);
if (child.HasComponent(componentType)) {
childrenWithComponent.push_back(child);
}
childrenWithComponentRecursive(componentType, child, childrenWithComponent);
}
}
+2 -2
View File
@@ -33,8 +33,8 @@ void _LOG(_LOG_LEVEL logLevel, const char* file, const char* func, unsigned int
va_end(args);
if (logLevel == LOG_LEVEL_ERROR) {
std::cerr << file << ":" << line << " " << func << std::endl;
std::cerr << _LOG_LEVEL_PREFIX[logLevel] << message << std::endl;
//std::cerr << file << ":" << line << " " << func << std::endl;
//std::cerr << _LOG_LEVEL_PREFIX[logLevel] << message << std::endl;
} else {
std::cout << _LOG_LEVEL_PREFIX[logLevel] << message << std::endl;
}
+9 -3
View File
@@ -16,7 +16,7 @@
#include "Game/Systems/HealthPickupSystem.h"
#include "Game/Systems/AmmoPickupSystem.h"
#include "Game/Systems/DamageIndicatorSystem.h"
#include "Game/Systems/Weapon/WeaponSystem.h"
#include "Game/Systems/Weapon/DefenderWeaponBehaviour.h"
#include "Rendering/AnimationSystem.h"
#include "Game/Systems/HealthHUDSystem.h"
#include "Rendering/BoneAttachmentSystem.h"
@@ -98,6 +98,10 @@ Game::Game(int argc, char* argv[])
m_NetworkClient->Connect(m_NetworkAddress, m_NetworkPort);
m_Renderer->SetWindowTitle(m_Renderer->WindowTitle() + " CLIENT");
}
} else {
// If network is disabled, pretend we're a server
m_IsClient = true;
m_IsServer = true;
}
// Create Octrees
@@ -120,7 +124,7 @@ Game::Game(int argc, char* argv[])
m_SystemPipeline->AddSystem<PlayerMovementSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<SpawnerSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<PlayerSpawnSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<WeaponSystem>(updateOrderLevel, m_Renderer, m_OctreeCollision);
m_SystemPipeline->AddSystem<DefenderWeaponBehaviour>(updateOrderLevel, m_Renderer, m_OctreeCollision);
m_SystemPipeline->AddSystem<LifetimeSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<CapturePointSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<CapturePointHUDSystem>(updateOrderLevel);
@@ -135,7 +139,6 @@ Game::Game(int argc, char* argv[])
++updateOrderLevel;
m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeCollision, "Collidable");
m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeTrigger, "Player");
m_SystemPipeline->AddSystem<FillFrustumOctreeSystem>(updateOrderLevel, m_OctreeFrustrumCulling);
m_SystemPipeline->AddSystem<AnimationSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<UniformScaleSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<HealthHUDSystem>(updateOrderLevel);
@@ -145,6 +148,9 @@ Game::Game(int argc, char* argv[])
m_SystemPipeline->AddSystem<BoneAttachmentSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<CollisionSystem>(updateOrderLevel, m_OctreeCollision);
m_SystemPipeline->AddSystem<TriggerSystem>(updateOrderLevel, m_OctreeTrigger);
// Octree for frustum culling must be updated after collisions, otherwise players frustum may be moved after tree is filled, and wrong things are culled.
++updateOrderLevel;
m_SystemPipeline->AddSystem<FillFrustumOctreeSystem>(updateOrderLevel, m_OctreeFrustrumCulling);
++updateOrderLevel;
m_SystemPipeline->AddSystem<RenderSystem>(updateOrderLevel, m_Renderer, m_RenderFrame, m_OctreeFrustrumCulling);
++updateOrderLevel;
@@ -13,6 +13,7 @@ bool MultiplayerSnapshotFilter::FilterComponent(EntityWrapper entity, SharedComp
component.Info.Name == "Transform"
|| component.Info.Name == "Physics"
|| component.Info.Name == "AssaultWeapon"
|| component.Info.Name == "DefenderWeapon"
|| component.Info.Name == "Animation"
|| component.Info.Name == "AnimationOffset"
|| entity.Name() == "PlayerName"
+1 -1
View File
@@ -13,7 +13,7 @@ DamageIndicatorSystem::DamageIndicatorSystem(SystemParams params)
}
void DamageIndicatorSystem::Update(double dt) {
if (!IsServer) {
if (!IsServer && LocalPlayer.Valid()) {
for (auto& iter = updateDamageIndicatorVector.begin(); iter != updateDamageIndicatorVector.end(); iter++) {
if (!iter->spriteEntity.Valid()) {
updateDamageIndicatorVector.erase(iter);
+11 -6
View File
@@ -116,12 +116,18 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
ImGui::Text("velocity: (%f, %f, %f) |%f|", velocity.x, velocity.y, velocity.z, glm::length(velocity));
}
//you cant jump and dash at the same time - since there is no friction in the air and we would thus dash much further in the air
if (!controller->PlayerIsDashing() && controller->Jumping() && !controller->Crouching() && (isOnGround || !controller->DoubleJumping())) {
(bool)cPhysics["IsOnGround"] = false;
if (isOnGround) {
controller->SetDoubleJumping(false);
}
//If player presses Jump and is not crouching.
if (controller->Jumping() && !controller->Crouching()) {
if (isOnGround) {
controller->SetDoubleJumping(false);
} else {
(bool)cPhysics["IsOnGround"] = false;
velocity.y = player["Player"]["JumpSpeed"];
} else if (player.HasComponent("DoubleJump") && !controller->DoubleJumping()) {
//Enter here if player can double jump and is doing so.
(bool)cPhysics["IsOnGround"] = false;
velocity.y = player["DoubleJump"]["DoubleJumpSpeed"];
// If IsServer and network is off this will not work
if (IsClient) {
//put a hexagon at the players feet
@@ -133,7 +139,6 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
m_EventBroker->Publish(e);
}
}
velocity.y = 4.f;
}
if (player.HasComponent("AABB")) {
@@ -1,13 +1,5 @@
#include "Systems/Weapon/AssaultWeaponBehaviour.h"
AssaultWeaponBehaviour::AssaultWeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree, EntityWrapper player)
: WeaponBehaviour(systemParams, renderer, collisionOctree, player)
{
m_FirstPersonModel = m_Player.FirstChildByName("Hands");
m_ThirdPersonModel = m_Player.FirstChildByName("PlayerModel");
EVENT_SUBSCRIBE_MEMBER(m_EAnimationComplete, &AssaultWeaponBehaviour::OnAnimationComplete);
}
void AssaultWeaponBehaviour::Fire()
{
m_TimeSinceLastFire = 0.0;
@@ -36,7 +28,7 @@ void AssaultWeaponBehaviour::Reload()
return;
}
// Don't reload if we're completly out of ammo
// Don't reload if we're completely out of ammo
if (ammo == 0) {
playEmptySound();
m_TimeSinceLastFire = -0.0f; // HACK: To make empty sound play with interval
@@ -56,14 +48,14 @@ void AssaultWeaponBehaviour::Update(double dt)
{
if (m_Reloading) {
m_ReloadTimer -= dt;
// Re-enable glow on reload impersonator half-way through the animation
// Re-enable glow on reload impostor half-way through the animation
if (IsClient) {
if (m_ReloadTimer <= (double)m_Player["AssaultWeapon"]["ReloadTime"] / 2.0) {
if (m_FirstPersonReloadImpersonator.Valid()) {
m_FirstPersonReloadImpersonator["Model"]["GlowMap"] = true;
if (m_FirstPersonReloadImpostor.Valid()) {
m_FirstPersonReloadImpostor["Model"]["GlowMap"] = true;
}
if (m_ThirdPersonReloadImpersonator.Valid()) {
m_ThirdPersonReloadImpersonator["Model"]["GlowMap"] = true;
if (m_ThirdPersonReloadImpostor.Valid()) {
m_ThirdPersonReloadImpostor["Model"]["GlowMap"] = true;
}
}
}
@@ -96,21 +88,6 @@ void AssaultWeaponBehaviour::Update(double dt)
}
}
bool AssaultWeaponBehaviour::OnAnimationComplete(Events::AnimationComplete& e)
{
if (e.Entity != m_FirstPersonModel) {
return false;
}
//if (e.Name == "ShootRifle") {
// if (!m_Firing) {
// playIdleAnimation();
// }
//}
return true;
}
bool AssaultWeaponBehaviour::hasAmmo()
{
ComponentWrapper& cAssaultWeapon = m_Player["AssaultWeapon"];
@@ -177,7 +154,6 @@ void AssaultWeaponBehaviour::spawnTracer()
float AssaultWeaponBehaviour::traceRayDistance(glm::vec3 origin, glm::vec3 direction)
{
// TODO: Cast a ray and size tracer appropriately
float distance;
glm::vec3 pos;
auto entity = Collision::EntityFirstHitByRay(Ray(origin, direction), m_CollisionOctree, distance, pos);
@@ -215,6 +191,12 @@ void AssaultWeaponBehaviour::playEmptySound()
void AssaultWeaponBehaviour::viewPunch()
{
// Since we send absolute client orientations to server, running this server side would
// cause aim desync.
if (!IsClient) {
return;
}
EntityWrapper playerCamera = m_Player.FirstChildByName("Camera");
if (!playerCamera.Valid()) {
return;
@@ -323,8 +305,8 @@ void AssaultWeaponBehaviour::playReloadAnimation()
EntityWrapper firstPersonWeaponModel = m_Player.FirstChildByName("WeaponModel");
EntityWrapper reloadSpawner = m_Player.FirstChildByName("FirstPersonReloadSpawner");
if (IsClient) {
m_FirstPersonReloadImpersonator = SpawnerSystem::Spawn(reloadSpawner, reloadSpawner);
firstPersonWeaponModel["Model"].Copy(m_FirstPersonReloadImpersonator["Model"]);
m_FirstPersonReloadImpostor = SpawnerSystem::Spawn(reloadSpawner, reloadSpawner);
firstPersonWeaponModel["Model"].Copy(m_FirstPersonReloadImpostor["Model"]);
}
firstPersonWeaponModel["Model"]["Visible"] = false;
}
@@ -332,8 +314,8 @@ void AssaultWeaponBehaviour::playReloadAnimation()
EntityWrapper thirdPersonWeaponModel = m_Player.FirstChildByName("ThirdPersonWeaponModel");
EntityWrapper reloadSpawner = m_Player.FirstChildByName("ThirdPersonReloadSpawner");
if (IsClient) {
m_ThirdPersonReloadImpersonator = SpawnerSystem::Spawn(reloadSpawner, reloadSpawner);
thirdPersonWeaponModel["Model"].Copy(m_ThirdPersonReloadImpersonator["Model"]);
m_ThirdPersonReloadImpostor = SpawnerSystem::Spawn(reloadSpawner, reloadSpawner);
thirdPersonWeaponModel["Model"].Copy(m_ThirdPersonReloadImpostor["Model"]);
}
thirdPersonWeaponModel["Model"]["Visible"] = false;
}
@@ -371,7 +353,7 @@ bool AssaultWeaponBehaviour::shoot(double damage)
return false;
}
// Don't let us shoot ourselves in the foot
// Don't let us shoot ourselves in the foot somehow
if (victim == LocalPlayer) {
return false;
}
@@ -0,0 +1,188 @@
#include "Systems/Weapon/DefenderWeaponBehaviour.h"
void DefenderWeaponBehaviour::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt)
{
(double&)cWeapon["TimeSinceLastFire"] += dt;
WeaponBehaviour::UpdateComponent(entity, cWeapon, dt);
}
void DefenderWeaponBehaviour::UpdateWeapon(WeaponInfo& wi, double dt)
{
ComponentWrapper cWeapon = wi.GetComponent();
bool isFiring = cWeapon["IsFiring"];
bool cooldownPassed = (double)cWeapon["TimeSinceLastFire"] >= (60.0 / (double)cWeapon["RPM"]);
bool isNotShielding = wi.Player.ChildrenWithComponent("Shield").size() == 0;
if (isFiring && cooldownPassed && isNotShielding) {
fireShell(wi);
}
}
void DefenderWeaponBehaviour::OnPrimaryFire(WeaponInfo& wi)
{
ComponentWrapper cWeapon = wi.GetComponent();
cWeapon["IsFiring"] = true;
bool cooldownPassed = (double)cWeapon["TimeSinceLastFire"] >= (60.0 / (double)cWeapon["RPM"]);
bool isNotShielding = wi.Player.ChildrenWithComponent("Shield").size() == 0;
if (cooldownPassed && isNotShielding) {
fireShell(wi);
}
}
void DefenderWeaponBehaviour::OnCeasePrimaryFire(WeaponInfo& wi)
{
ComponentWrapper cWeapon = wi.GetComponent();
cWeapon["IsFiring"] = false;
}
bool DefenderWeaponBehaviour::OnInputCommand(WeaponInfo& wi, const Events::InputCommand& e)
{
if (e.Command == "SpecialAbility" && IsServer) {
EntityWrapper attachment = wi.Player.FirstChildByName("ShieldAttachment");
if (attachment.Valid()) {
if (e.Value > 0) {
SpawnerSystem::Spawn(attachment, attachment);
} else {
attachment.DeleteChildren();
}
}
}
return false;
}
bool DefenderWeaponBehaviour::OnSetCamera(const Events::SetCamera& e)
{
m_CurrentCamera = e.CameraEntity;
return true;
}
void DefenderWeaponBehaviour::fireShell(WeaponInfo& wi)
{
ComponentWrapper cWeapon = wi.GetComponent();
cWeapon["TimeSinceLastFire"] = 0.0;
int numPellets = cWeapon["NumPellets"];
float spreadAngle = cWeapon["SpreadAngle"];
std::uniform_real_distribution<float> randomSpreadAngle(-spreadAngle, spreadAngle);
// Calculate pellet angles
// HACK: Random for now?
// TODO: Make distribution even for each quadrant
std::vector<glm::vec2> pelletAngles;
for (int i = 0; i < numPellets; i++) {
pelletAngles.push_back(glm::vec2(randomSpreadAngle(m_RandomEngine), randomSpreadAngle(m_RandomEngine)));
LOG_DEBUG("%f %f", pelletAngles[i].x, pelletAngles[i].y);
}
double pelletDamage = (double)cWeapon["BaseDamage"] / numPellets;
// Tracers
EntityWrapper weaponModelEntity;
if (wi.Player == LocalPlayer) {
weaponModelEntity = wi.FirstPersonEntity;
} else {
weaponModelEntity = wi.ThirdPersonEntity;
}
if (weaponModelEntity.Valid()) {
EntityWrapper spawner = weaponModelEntity.FirstChildByName("WeaponMuzzle");
for (auto& angles : pelletAngles) {
glm::vec3 direction = Transform::AbsoluteOrientation(spawner) * glm::quat(glm::vec3(angles, 0.f)) * glm::vec3(0, 0, -1);
float distance = traceRayDistance(Transform::AbsolutePosition(spawner), direction);
EntityWrapper ray = SpawnerSystem::Spawn(spawner);
((glm::vec3&)ray["Transform"]["Scale"]).z = (distance / 100.f);
glm::vec3& orientation = ray["Transform"]["Orientation"];
orientation.x += angles.x;
orientation.y += angles.y;
glm::vec3 trajectory = direction * distance;
dealDamage(wi, direction, pelletDamage);
}
}
}
void DefenderWeaponBehaviour::dealDamage(WeaponInfo& wi, glm::vec3 direction, double damage)
{
// Only deal damage client side
if (!IsClient) {
return;
}
// Only handle shooting for the local player
if (wi.Player != LocalPlayer) {
return;
}
// Make sure the player isn't shooting from the grave
if (!wi.Player.Valid()) {
return;
}
glm::vec3 maxRange = direction * 2.f;
EntityWrapper camera = wi.Player.FirstChildByName("Camera");
glm::vec3 cameraPosition = Transform::AbsolutePosition(camera);
if (!camera.Valid()) {
return;
}
Rectangle screenResolution = m_Renderer->GetViewportSize();
glm::vec2 centerScreen = glm::vec2(screenResolution.Width / 2, screenResolution.Height / 2);
glm::vec2 screenCoords = cameraFromEntity(m_CurrentCamera).WorldToScreen(cameraPosition + maxRange, m_Renderer->GetViewportSize());
PickData pickData = m_Renderer->Pick(centerScreen + screenCoords);
EntityWrapper victim(m_World, pickData.Entity);
if (!victim.Valid()) {
return;
}
// Don't let us shoot ourselves in the foot somehow
if (victim == LocalPlayer) {
return;
}
// Only care about players being hit
if (!victim.HasComponent("Player")) {
victim = victim.FirstParentWithComponent("Player");
}
if (!victim.Valid()) {
return;
}
// Check for friendly fire
if ((ComponentInfo::EnumType)victim["Team"]["Team"] == (ComponentInfo::EnumType)wi.Player["Team"]["Team"]) {
return;
}
// Deal damage!
Events::PlayerDamage ePlayerDamage;
ePlayerDamage.Inflictor = wi.Player;
ePlayerDamage.Victim = victim;
ePlayerDamage.Damage = damage;
m_EventBroker->Publish(ePlayerDamage);
LOG_DEBUG("Damage: %f", damage);
}
float DefenderWeaponBehaviour::traceRayDistance(glm::vec3 origin, glm::vec3 direction)
{
float distance;
glm::vec3 pos;
auto entity = Collision::EntityFirstHitByRay(Ray(origin, direction), m_CollisionOctree, distance, pos);
if (entity) {
return distance;
} else {
return 100.f;
}
}
Camera DefenderWeaponBehaviour::cameraFromEntity(EntityWrapper camera)
{
ComponentWrapper cTransform = camera["Transform"];
ComponentWrapper cCamera = camera["Camera"];
Camera cam(
(float)m_Renderer->Resolution().Width / m_Renderer->Resolution().Height,
(double)cCamera["FOV"],
(double)cCamera["NearClip"],
(double)cCamera["FarClip"]
);
cam.SetPosition(cTransform["Position"]);
cam.SetOrientation(glm::quat((const glm::vec3&)cTransform["Orientation"]));
return cam;
}
@@ -13,7 +13,7 @@ WeaponSystem::WeaponSystem(SystemParams params, IRenderer* renderer, Octree<Enti
void WeaponSystem::Update(double dt)
{
// TODO: Clear inactive weapons
}
void WeaponSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cPlayer, double dt)
@@ -72,20 +72,64 @@ bool WeaponSystem::OnInputCommand(Events::InputCommand& e)
void WeaponSystem::selectWeapon(EntityWrapper player, ComponentInfo::EnumType slot)
{
std::vector<EntityWrapper> weaponAttachments = player.ChildrenWithComponent("WeaponAttachment");
// Find the weapon attachments matching the slot selected
EntityWrapper firstPersonAttachment;
EntityWrapper thirdPersonAttachment;
for (auto& attachment : weaponAttachments) {
ComponentWrapper cWeaponAttachment = attachment["WeaponAttachment"];
if ((ComponentInfo::EnumType)cWeaponAttachment["Slot"] == slot) {
ComponentWrapper::SubscriptProxy person = cWeaponAttachment["Person"];
if (person == person.Enum("FirstPerson")) {
firstPersonAttachment = attachment;
} else if (person == person.Enum("ThirdPerson")) {
thirdPersonAttachment = attachment;
}
}
}
if (firstPersonAttachment.Valid() && thirdPersonAttachment.Valid()) {
LOG_WARNING("No weapon attachment found for slot %i of player #%i", slot, player.ID);
return;
}
// TODO: Delete old weapons
// Spawn the weapon(s)
EntityWrapper firstPersonWeapon;
EntityWrapper thirdPersonWeapon;
if (firstPersonAttachment.Valid()) {
firstPersonWeapon = SpawnerSystem::Spawn(firstPersonAttachment, firstPersonAttachment);
}
if (thirdPersonAttachment.Valid()) {
firstPersonWeapon = SpawnerSystem::Spawn(thirdPersonAttachment, thirdPersonAttachment);
}
// Create the correct behaviour
if (firstPersonWeapon.Valid()) {
if (firstPersonWeapon.HasComponent("AssaultWeapon") {
}
}
// Primary
if (slot == 1) {
// TODO: if class...
if (m_ActiveWeapons.count(player) == 0) {
m_ActiveWeapons.insert(std::make_pair(player, std::make_shared<AssaultWeaponBehaviour>(m_SystemParams, m_Renderer, m_CollisionOctree, player)));
} else {
//m_ActiveWeapons.erase(player);
}
nextBehaviour = std::make_shared<AssaultWeaponBehaviour>(m_SystemParams, m_Renderer, m_CollisionOctree, player);
}
// Secondary
if (slot == 2) {
//m_ActiveWeapons[player] = std::make_shared<PistolWeaponBehaviour>();
}
if (nextBehaviour != nullptr) {
// TODO: Destroy previous behaviour and make new
if (m_ActiveWeapons.count(player) == 0) {
m_ActiveWeapons[player] = nextBehaviour;
}
}
}
bool WeaponSystem::OnPlayerSpawned(Events::PlayerSpawned& e)