Refactoring: Changed HealthPickupSystem to use a struct instead. Removed the Id in EPickupSpawned
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@@ -9,7 +9,6 @@ namespace Events
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struct PickupSpawned : Event
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{
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EntityID PickupID;
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EntityWrapper Pickup;
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};
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@@ -6,7 +6,7 @@
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#include "Core/ResourceManager.h"
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#include "Core/EntityFileParser.h"
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#include "Core/EPickupSpawned.h"
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#include "Core/EPlayerHealthPickup.h";
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#include "Core/EPlayerHealthPickup.h"
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#include "Engine/Collision/ETrigger.h"
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#include "Common.h"
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#include <tuple>
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@@ -22,6 +22,12 @@ private:
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EventRelay<PickupSpawnSystem, Events::TriggerTouch> m_ETriggerTouch;
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bool OnTriggerTouch(Events::TriggerTouch& e);
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std::vector<std::tuple<glm::vec3,double,double,double>> m_ETriggerTouchVector;
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struct NewHealthPickup {
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glm::vec3 Pos;
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double HealthGain;
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double RespawnTimer;
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double DecreaseThisRespawnTimer;
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};
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std::vector<NewHealthPickup> m_ETriggerTouchVector;
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};
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#endif
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@@ -8,7 +8,7 @@
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<Resource>Models/Core/UnitSphere.mesh</Resource>
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</c:Model>
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<c:Transform>
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<Position X="60" Y="1" Z="80"/>
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<Position X="0" Y="1" Z="0"/>
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</c:Transform>
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<c:Trigger/>
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</Components>
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@@ -238,6 +238,57 @@
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</Entity>
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</Children>
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</Entity>
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<Entity>
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<Components>
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<c:AABB/>
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<c:HealthPickup>
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<RespawnTimer>1</RespawnTimer>
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<HealthGain>22</HealthGain>
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</c:HealthPickup>
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<c:Model>
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<Resource>Models/Core/UnitSphere.mesh</Resource>
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</c:Model>
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<c:Transform>
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<Position X="60" Y="1" Z="80"/>
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</c:Transform>
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<c:Trigger/>
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</Components>
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<Children/>
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</Entity>
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<Entity>
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<Components>
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<c:AABB/>
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<c:HealthPickup>
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<RespawnTimer>1</RespawnTimer>
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<HealthGain>22</HealthGain>
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</c:HealthPickup>
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<c:Model>
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<Resource>Models/Core/UnitSphere.mesh</Resource>
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</c:Model>
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<c:Transform>
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<Position X="60" Y="1" Z="80"/>
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</c:Transform>
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<c:Trigger/>
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</Components>
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<Children/>
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</Entity>
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<Entity>
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<Components>
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<c:AABB/>
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<c:HealthPickup>
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<RespawnTimer>4</RespawnTimer>
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<HealthGain>44</HealthGain>
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</c:HealthPickup>
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<c:Model>
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<Resource>Models/Core/UnitSphere.mesh</Resource>
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</c:Model>
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<c:Transform>
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<Position X="60" Y="1" Z="80"/>
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</c:Transform>
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<c:Trigger/>
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</Components>
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<Children/>
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</Entity>
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</Children>
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</Entity>
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@@ -8,10 +8,12 @@ PickupSpawnSystem::PickupSpawnSystem(World* m_World, EventBroker* eventBroker)
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void PickupSpawnSystem::Update(double dt)
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{
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for (auto &healthPickupPosition : m_ETriggerTouchVector) {
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for (auto it = m_ETriggerTouchVector.begin(); it != m_ETriggerTouchVector.end(); ++it)
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{
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auto& healthPickupPosition = *it;
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//set the double timer value (value 3)
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std::get<3>(healthPickupPosition) -= dt;
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if (std::get<3>(healthPickupPosition) < 0) {
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healthPickupPosition.DecreaseThisRespawnTimer -= dt;
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if (healthPickupPosition.DecreaseThisRespawnTimer < 0) {
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//spawn and delete the vector item
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auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/HealthPickup.xml");
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EntityFileParser parser(entityFile);
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@@ -19,18 +21,17 @@ void PickupSpawnSystem::Update(double dt)
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//let the world know a pickup has spawned (graphics effects, etc)
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Events::PickupSpawned ePickupSpawned;
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ePickupSpawned.PickupID = healthPickupID;
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ePickupSpawned.Pickup = EntityWrapper(m_World, healthPickupID);
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m_EventBroker->Publish(ePickupSpawned);
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//set values from the old entity to the new entity
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auto& newHealthPickupEntity = EntityWrapper(m_World, healthPickupID);
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newHealthPickupEntity["Transform"]["Position"] = std::get<0>(healthPickupPosition);
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newHealthPickupEntity["HealthPickup"]["HealthGain"] = std::get<1>(healthPickupPosition);
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newHealthPickupEntity["HealthPickup"]["RespawnTimer"] = std::get<2>(healthPickupPosition);
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newHealthPickupEntity["Transform"]["Position"] = healthPickupPosition.Pos;
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newHealthPickupEntity["HealthPickup"]["HealthGain"] = healthPickupPosition.HealthGain;
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newHealthPickupEntity["HealthPickup"]["RespawnTimer"] = healthPickupPosition.RespawnTimer;
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//erase the current element (healthPickupPosition)
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m_ETriggerTouchVector.erase(std::remove(m_ETriggerTouchVector.begin(), m_ETriggerTouchVector.end(), healthPickupPosition), m_ETriggerTouchVector.end());
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m_ETriggerTouchVector.erase(it);
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break;
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}
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}
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@@ -50,11 +51,8 @@ bool PickupSpawnSystem::OnTriggerTouch(Events::TriggerTouch& e)
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//copy position, healthgain, respawntimer (twice since one of the values will be counted down to 0, the other will be set in the new object)
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//we need to copy all values since each value can be different for each healthPickup
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m_ETriggerTouchVector.push_back(std::make_tuple(
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(glm::vec3)e.Trigger["Transform"]["Position"],
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e.Trigger["HealthPickup"]["HealthGain"],
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e.Trigger["HealthPickup"]["RespawnTimer"],
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e.Trigger["HealthPickup"]["RespawnTimer"]));
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m_ETriggerTouchVector.push_back({ (glm::vec3)e.Trigger["Transform"]["Position"] ,e.Trigger["HealthPickup"]["HealthGain"],
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e.Trigger["HealthPickup"]["RespawnTimer"],e.Trigger["HealthPickup"]["RespawnTimer"] });
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//delete the healthpickup
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m_World->DeleteEntity(e.Trigger.ID);
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