DoubleJumping now in InputController instead.
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@@ -15,6 +15,10 @@ public:
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virtual const glm::vec3 Rotation() const { return m_Rotation; }
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virtual bool Jumping() const { return m_Jumping; }
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virtual bool Crouching() const { return m_Crouching; }
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virtual bool DoubleJumping() const { return m_DoubleJumping; }
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virtual void SetDoubleJumping(bool isDoubleJumping) {
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m_DoubleJumping = isDoubleJumping;
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}
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void LockMouse();
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void UnlockMouse();
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@@ -27,6 +31,7 @@ protected:
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glm::vec3 m_Rotation;
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glm::vec3 m_Movement;
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bool m_Jumping = false;
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bool m_DoubleJumping = false;
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bool m_Crouching = false;
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EventRelay<EventContext, Events::LockMouse> m_ELockMouse;
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@@ -20,6 +20,4 @@ private:
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EventRelay<PlayerMovementSystem, Events::PlayerSpawned> m_EPlayerSpawned;
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bool OnPlayerSpawned(Events::PlayerSpawned& e);
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bool m_DoubleJumped = false;
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};
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@@ -76,12 +76,12 @@ void PlayerMovementSystem::Update(double dt)
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ImGui::Text("velocity: (%f, %f, %f) |%f|", velocity.x, velocity.y, velocity.z, glm::length(velocity));
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}
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if (controller->Jumping() && !controller->Crouching() && (velocity.y == 0.f || !m_DoubleJumped)) {
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if (controller->Jumping() && !controller->Crouching() && (velocity.y == 0.f || !controller->DoubleJumping())) {
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if (velocity.y == 0.f) {
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m_DoubleJumped = false;
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controller->SetDoubleJumping(false);
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}
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else {
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m_DoubleJumped = true;
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controller->SetDoubleJumping(true);
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}
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velocity.y += 4.f;
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}
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