Merge remote-tracking branch 'origin/master' into Importer
Conflicts: resources/Schema/Entities/Player.xml src/Engine/Collision/CollisionSystem.cpp src/Engine/Rendering/DrawFinalPass.cpp
This commit is contained in:
@@ -3,36 +3,43 @@
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AmmoPickupSystem::AmmoPickupSystem(SystemParams params)
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: System(params)
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{
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EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &AmmoPickupSystem::OnTriggerTouch);
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if (IsServer) {
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EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &AmmoPickupSystem::OnTriggerTouch);
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}
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if (IsClient) {
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EVENT_SUBSCRIBE_MEMBER(m_EAmmoPickup, &AmmoPickupSystem::OnAmmoPickup);
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}
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}
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void AmmoPickupSystem::Update(double dt)
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{
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for (auto it = m_ETriggerTouchVector.begin(); it != m_ETriggerTouchVector.end(); ++it)
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{
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auto& ammoPickupPosition = *it;
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//set the double timer value (value 3)
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ammoPickupPosition.DecreaseThisRespawnTimer -= dt;
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if (ammoPickupPosition.DecreaseThisRespawnTimer < 0.0) {
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//spawn and delete the vector item
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auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/AmmoPickup.xml");
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EntityFileParser parser(entityFile);
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EntityID ammoPickupID = parser.MergeEntities(m_World);
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if (IsServer) {
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for (auto it = m_ETriggerTouchVector.begin(); it != m_ETriggerTouchVector.end(); ++it) {
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auto& ammoPickupPosition = *it;
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//set the double timer value (value 3)
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ammoPickupPosition.DecreaseThisRespawnTimer -= dt;
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if (ammoPickupPosition.DecreaseThisRespawnTimer < 0.0) {
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//spawn and delete the vector item
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auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/AmmoPickup.xml");
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EntityFileParser parser(entityFile);
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EntityID ammoPickupID = parser.MergeEntities(m_World);
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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.Pickup = EntityWrapper(m_World, ammoPickupID);
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m_EventBroker->Publish(ePickupSpawned);
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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.Pickup = EntityWrapper(m_World, ammoPickupID);
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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& newAmmoPickupEntity = EntityWrapper(m_World, ammoPickupID);
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newAmmoPickupEntity["Transform"]["Position"] = ammoPickupPosition.Pos;
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newAmmoPickupEntity["AmmoPickup"]["AmmoGain"] = ammoPickupPosition.AmmoGain;
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newAmmoPickupEntity["AmmoPickup"]["RespawnTimer"] = ammoPickupPosition.RespawnTimer;
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//set values from the old entity to the new entity
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auto& newAmmoPickupEntity = EntityWrapper(m_World, ammoPickupID);
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newAmmoPickupEntity["Transform"]["Position"] = ammoPickupPosition.Pos;
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newAmmoPickupEntity["AmmoPickup"]["AmmoGain"] = ammoPickupPosition.AmmoGain;
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newAmmoPickupEntity["AmmoPickup"]["RespawnTimer"] = ammoPickupPosition.RespawnTimer;
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m_World->SetParent(newAmmoPickupEntity.ID, ammoPickupPosition.parentID);
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//erase the current element (AmmoPickupPosition)
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m_ETriggerTouchVector.erase(it);
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break;
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//erase the current element (AmmoPickupPosition)
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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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}
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}
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@@ -40,7 +47,11 @@ void AmmoPickupSystem::Update(double dt)
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bool AmmoPickupSystem::OnTriggerTouch(Events::TriggerTouch& e)
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{
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if (e.Entity != LocalPlayer) {
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/*if (e.Entity != LocalPlayer) {
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return false;
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}*/
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if (!e.Entity.Valid()) {
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return false;
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}
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//TODO: add other weapontypes
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@@ -65,14 +76,34 @@ bool AmmoPickupSystem::OnTriggerTouch(Events::TriggerTouch& e)
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ePlayerAmmoPickup.Player = e.Entity;
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m_EventBroker->Publish(ePlayerAmmoPickup);
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//immediately give the player the ammo
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currentAmmo = std::min(currentAmmo + ammoGiven, maxWeaponAmmo);
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//currentAmmo = std::min(currentAmmo + ammoGiven, maxWeaponAmmo);
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//copy position, ammogain, 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 ammoPickup
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m_ETriggerTouchVector.push_back({ (glm::vec3)e.Trigger["Transform"]["Position"] ,e.Trigger["AmmoPickup"]["AmmoGain"],
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e.Trigger["AmmoPickup"]["RespawnTimer"],e.Trigger["AmmoPickup"]["RespawnTimer"] });
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m_ETriggerTouchVector.push_back({ e.Trigger["Transform"]["Position"], e.Trigger["AmmoPickup"]["AmmoGain"],
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e.Trigger["AmmoPickup"]["RespawnTimer"], e.Trigger["AmmoPickup"]["RespawnTimer"], m_World->GetParent(e.Trigger.ID) });
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//delete the ammopickup
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m_World->DeleteEntity(e.Trigger.ID);
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return true;
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}
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bool AmmoPickupSystem::OnAmmoPickup(Events::AmmoPickup & e)
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{
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if (!e.Player.Valid()) {
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return false;
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}
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//TODO: add other weapontypes
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if (!e.Player.HasComponent("AssaultWeapon")) {
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return false;
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}
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int maxWeaponAmmo = (int)e.Player["AssaultWeapon"]["MaxAmmo"];
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int& currentAmmo = (int)e.Player["AssaultWeapon"]["Ammo"];
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//cant pick up ammopacks if you are already at MaxAmmo
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if (currentAmmo >= maxWeaponAmmo) {
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return false;
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}
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currentAmmo = std::min(currentAmmo + e.AmmoGain, maxWeaponAmmo);
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return false;
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}
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@@ -6,9 +6,11 @@ CapturePointSystem::CapturePointSystem(SystemParams params)
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, PureSystem("CapturePoint")
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{
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//subscribe/listenTo playerdamage,healthpickup events (using the eventBroker)
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EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &CapturePointSystem::OnTriggerTouch);
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EVENT_SUBSCRIBE_MEMBER(m_ETriggerLeave, &CapturePointSystem::OnTriggerLeave);
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EVENT_SUBSCRIBE_MEMBER(m_ECaptured, &CapturePointSystem::OnCaptured);
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if (IsServer) {
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EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &CapturePointSystem::OnTriggerTouch);
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EVENT_SUBSCRIBE_MEMBER(m_ETriggerLeave, &CapturePointSystem::OnTriggerLeave);
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EVENT_SUBSCRIBE_MEMBER(m_ECaptured, &CapturePointSystem::OnCaptured);
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}
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}
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@@ -16,6 +18,9 @@ CapturePointSystem::CapturePointSystem(SystemParams params)
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//NOTE: needs to run each frame, since we're possibly modifying the captureTimer for the capturePoints by dt
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void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, ComponentWrapper& cCapturePoint, double dt)
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{
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if (!IsServer) {
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return;
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}
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if (m_WinnerWasFound) {
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return;
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}
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@@ -97,6 +102,13 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
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nextPossibleCapturePoint["Blue"] = i - 1;
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}
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}
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if (m_RecentlyCapturedNeedNextCapturePointNow) {
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m_CapturedEvent.NextCapturePoint = m_CapturedEvent.TeamNumberThatCapturedCapturePoint == blueTeam ?
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m_CapturePointNumberToEntityMap[nextPossibleCapturePoint["Blue"]] :
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m_CapturePointNumberToEntityMap[nextPossibleCapturePoint["Red"]];
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m_EventBroker->Publish(m_CapturedEvent);
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m_RecentlyCapturedNeedNextCapturePointNow = false;
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}
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//reset timers and reset the bool that triggers this
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if (m_ResetTimers) {
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@@ -183,10 +195,9 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
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teamComponent["Team"] = currentTeam;
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cCapturePoint["CaptureTimer"] = glm::sign((double)cCapturePoint["CaptureTimer"])*captureTimeToTakeOver;
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//publish Captured event
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Events::Captured e;
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e.CapturePointID = cCapturePoint.EntityID;
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e.TeamNumberThatCapturedCapturePoint = currentTeam;
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m_EventBroker->Publish(e);
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m_RecentlyCapturedNeedNextCapturePointNow = true;
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m_CapturedEvent.CapturePointTakenID = cCapturePoint.EntityID;
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m_CapturedEvent.TeamNumberThatCapturedCapturePoint = currentTeam;
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//NextPossibleCapturePoint will be calculated in the next update...
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}
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}
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@@ -13,7 +13,7 @@ DamageIndicatorSystem::DamageIndicatorSystem(SystemParams params)
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}
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void DamageIndicatorSystem::Update(double dt) {
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if (!IsServer) {
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if (!IsServer && LocalPlayer.Valid()) {
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for (auto& iter = updateDamageIndicatorVector.begin(); iter != updateDamageIndicatorVector.end(); iter++) {
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if (!iter->spriteEntity.Valid()) {
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updateDamageIndicatorVector.erase(iter);
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@@ -3,36 +3,40 @@
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PickupSpawnSystem::PickupSpawnSystem(SystemParams params)
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: System(params)
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{
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EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &PickupSpawnSystem::OnTriggerTouch);
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if (IsServer) {
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EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &PickupSpawnSystem::OnTriggerTouch);
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}
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}
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void PickupSpawnSystem::Update(double dt)
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{
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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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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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EntityID healthPickupID = parser.MergeEntities(m_World);
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if (IsServer) {
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for (auto it = m_ETriggerTouchVector.begin(); it != m_ETriggerTouchVector.end(); ++it) {
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auto& healthPickupPosition = *it;
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//set the double timer value (value 3)
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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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EntityID healthPickupID = parser.MergeEntities(m_World);
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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.Pickup = EntityWrapper(m_World, healthPickupID);
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m_EventBroker->Publish(ePickupSpawned);
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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.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"] = healthPickupPosition.Pos;
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newHealthPickupEntity["HealthPickup"]["HealthGain"] = healthPickupPosition.HealthGain;
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newHealthPickupEntity["HealthPickup"]["RespawnTimer"] = healthPickupPosition.RespawnTimer;
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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"] = healthPickupPosition.Pos;
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newHealthPickupEntity["HealthPickup"]["HealthGain"] = healthPickupPosition.HealthGain;
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newHealthPickupEntity["HealthPickup"]["RespawnTimer"] = healthPickupPosition.RespawnTimer;
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m_World->SetParent(newHealthPickupEntity.ID, healthPickupPosition.parentID);
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//erase the current element (healthPickupPosition)
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m_ETriggerTouchVector.erase(it);
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break;
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//erase the current element (healthPickupPosition)
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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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}
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}
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@@ -57,8 +61,8 @@ 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({ (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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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"], m_World->GetParent(e.Trigger.ID) });
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//delete the healthpickup
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m_World->DeleteEntity(e.Trigger.ID);
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@@ -4,6 +4,7 @@ PlayerMovementSystem::PlayerMovementSystem(SystemParams params)
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: System(params)
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{
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EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &PlayerMovementSystem::OnPlayerSpawned);
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EVENT_SUBSCRIBE_MEMBER(m_EDoubleJump, &PlayerMovementSystem::OnDoubleJump);
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}
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PlayerMovementSystem::~PlayerMovementSystem()
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@@ -36,7 +37,6 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
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if (!player.Valid()) {
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continue;
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}
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// Aim pitch
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EntityWrapper cameraEntity = player.FirstChildByName("Camera");
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if (cameraEntity.Valid()) {
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@@ -48,7 +48,7 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
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EntityWrapper playerModel = player.FirstChildByName("PlayerModel");
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if (playerModel.Valid()) {
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ComponentWrapper cAnimationOffset = playerModel["AnimationOffset"];
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float pitch = cameraOrientation.x + 0.2;
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float pitch = cameraOrientation.x + 0.2f;
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double time = (pitch + glm::half_pi<float>()) / glm::pi<float>();
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cAnimationOffset["Time"] = time;
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}
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@@ -66,7 +66,7 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
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ComponentWrapper cPhysics = player["Physics"];
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//Assault Dash Check
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if (player.HasComponent("DashAbility")) {
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controller->AssaultDashCheck(dt, ((glm::vec3)cPhysics["Velocity"]).y != 0.0f, player["DashAbility"]["CoolDownMaxTimer"]);
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controller->AssaultDashCheck(dt, ((glm::vec3)cPhysics["Velocity"]).y != 0.0f, player["DashAbility"]["CoolDownMaxTimer"], player["DashAbility"]["CoolDownTimer"]);
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}
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wishDirection = controller->Movement() * glm::inverse(glm::quat(ori));
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//this makes sure you can only dash in the 4 directions: forw,backw,left,right
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@@ -116,25 +116,29 @@ void PlayerMovementSystem::updateMovementControllers(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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//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
|
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if (!controller->PlayerIsDashing() && controller->Jumping() && !controller->Crouching() && (isOnGround || !controller->DoubleJumping())) {
|
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(bool)cPhysics["IsOnGround"] = false;
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if (isOnGround) {
|
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controller->SetDoubleJumping(false);
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}
|
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//If player presses Jump and is not crouching.
|
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if (controller->Jumping() && !controller->Crouching()) {
|
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if (isOnGround) {
|
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controller->SetDoubleJumping(false);
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} else {
|
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(bool)cPhysics["IsOnGround"] = false;
|
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velocity.y = player["Player"]["JumpSpeed"];
|
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} else if (player.HasComponent("DoubleJump") && !controller->DoubleJumping()) {
|
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//Enter here if player can double jump and is doing so.
|
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(bool)cPhysics["IsOnGround"] = false;
|
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velocity.y = player["DoubleJump"]["DoubleJumpSpeed"];
|
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// If IsServer and network is off this will not work
|
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if (IsClient) {
|
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//put a hexagon at the players feet
|
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auto hexagonEffect = ResourceManager::Load<EntityFile>("Schema/Entities/DoubleJumpHexagon.xml");
|
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EntityFileParser parser(hexagonEffect);
|
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EntityID hexagonEffectID = parser.MergeEntities(m_World);
|
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EntityWrapper hexagonEW = EntityWrapper(m_World, hexagonEffectID);
|
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hexagonEW["Transform"]["Position"] = (glm::vec3)player["Transform"]["Position"];
|
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spawnHexagon(player);
|
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controller->SetDoubleJumping(true);
|
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// Publish event for client to listen to
|
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Events::DoubleJump e;
|
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e.entityID = player.ID;
|
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m_EventBroker->Publish(e);
|
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}
|
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}
|
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velocity.y = 4.f;
|
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}
|
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|
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if (player.HasComponent("AABB")) {
|
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@@ -295,3 +299,27 @@ bool PlayerMovementSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
|
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}
|
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return true;
|
||||
}
|
||||
|
||||
bool PlayerMovementSystem::OnDoubleJump(Events::DoubleJump & e)
|
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{
|
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// If entity does not exist, exit
|
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if (!EntityWrapper(m_World, e.entityID).Valid()) {
|
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return false;
|
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}
|
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// If entity IsLocalPlayer, exit
|
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if (e.entityID == m_LocalPlayer.ID) {
|
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return false;
|
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}
|
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spawnHexagon(EntityWrapper(m_World, e.entityID));
|
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return true;
|
||||
}
|
||||
|
||||
void PlayerMovementSystem::spawnHexagon(EntityWrapper target)
|
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{
|
||||
//put a hexagon at the entitys... feet?
|
||||
auto hexagonEffect = ResourceManager::Load<EntityFile>("Schema/Entities/DoubleJumpHexagon.xml");
|
||||
EntityFileParser parser(hexagonEffect);
|
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EntityID hexagonEffectID = parser.MergeEntities(m_World);
|
||||
EntityWrapper hexagonEW = EntityWrapper(m_World, hexagonEffectID);
|
||||
hexagonEW["Transform"]["Position"] = (glm::vec3)target["Transform"]["Position"];
|
||||
}
|
||||
@@ -1,29 +1,40 @@
|
||||
#include "Systems/PlayerSpawnSystem.h"
|
||||
|
||||
//This should be set by the config anyway.
|
||||
float PlayerSpawnSystem::m_RespawnTime = 15.0f;
|
||||
|
||||
PlayerSpawnSystem::PlayerSpawnSystem(SystemParams params)
|
||||
: System(params)
|
||||
, m_Timer(0.f)
|
||||
, m_DbgConfigForceRespawn(false)
|
||||
{
|
||||
EVENT_SUBSCRIBE_MEMBER(m_OnInputCommand, &PlayerSpawnSystem::OnInputCommand);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_OnPlayerSpawnerd, &PlayerSpawnSystem::OnPlayerSpawned);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_OnPlayerDeath, &PlayerSpawnSystem::OnPlayerDeath);
|
||||
m_NetworkEnabled = ResourceManager::Load<ConfigFile>("Config.ini")->Get("Networking.StartNetwork", false);
|
||||
ConfigFile* config = ResourceManager::Load<ConfigFile>("Config.ini");
|
||||
m_NetworkEnabled = config->Get("Networking.StartNetwork", false);
|
||||
m_ForcedRespawnTime = config->Get("Debug.RespawnTime", -1.0f);
|
||||
m_DbgConfigForceRespawn = m_ForcedRespawnTime > 0;
|
||||
}
|
||||
|
||||
void PlayerSpawnSystem::Update(double dt)
|
||||
{
|
||||
//Increase timer.
|
||||
m_Timer += dt;
|
||||
if (m_Timer < m_RespawnTime) {
|
||||
return;
|
||||
// If there are no CapturePointGameMode components we will just spawn immediately.
|
||||
// Should be able to support older maps with this.
|
||||
// TODO: In the future we might want to return instead, to avoid spawning in the menu for instance.
|
||||
auto pool = m_World->GetComponents("CapturePointGameMode");
|
||||
if (pool != nullptr && pool->size() > 0)
|
||||
{
|
||||
// Take the first CapturePointGameMode component found.
|
||||
ComponentWrapper& modeComponent = *pool->begin();
|
||||
// Increase timer.
|
||||
double& timer = (double&)modeComponent["RespawnTime"];
|
||||
timer += dt;
|
||||
double maxRespawnTime = m_DbgConfigForceRespawn ? m_ForcedRespawnTime : (double)modeComponent["MaxRespawnTime"];
|
||||
if (timer < maxRespawnTime) {
|
||||
return;
|
||||
}
|
||||
// If respawn time has passed, we spawn all players that have requested to be spawned.
|
||||
timer = 0;
|
||||
}
|
||||
//If respawn time has passed, we spawn all players that have requested to be spawned.
|
||||
m_Timer = 0.f;
|
||||
|
||||
//If there are no spawn requests, return immediately, if we are client the SpawnRequests should always be empty.
|
||||
// If there are no spawn requests, return immediately, if we are client the SpawnRequests should always be empty.
|
||||
if (m_SpawnRequests.size() == 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -94,7 +94,7 @@ bool SoundSystem::OnCaptured(const Events::Captured & e)
|
||||
if (!LocalPlayer.Valid()) {
|
||||
return false;
|
||||
}
|
||||
int homeTeam = (int)m_World->GetComponent(e.CapturePointID, "Team")["Team"];
|
||||
int homeTeam = (int)m_World->GetComponent(e.CapturePointTakenID, "Team")["Team"];
|
||||
int team = (int)m_World->GetComponent(LocalPlayer.ID, "Team")["Team"];
|
||||
Events::PlaySoundOnEntity ev;
|
||||
if (team == homeTeam) {
|
||||
|
||||
@@ -36,7 +36,7 @@ EntityWrapper SpawnerSystem::Spawn(EntityWrapper spawner, EntityWrapper parent /
|
||||
}
|
||||
|
||||
// Find any SpawnPoints existing as children of spawner
|
||||
auto children = spawner.World->GetChildren(spawner.ID);
|
||||
auto children = spawner.World->GetDirectChildren(spawner.ID);
|
||||
std::vector<EntityWrapper> spawnPoints;
|
||||
for (auto kv = children.first; kv != children.second; ++kv) {
|
||||
const EntityID& child = kv->second;
|
||||
|
||||
+17
-35
@@ -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;
|
||||
}
|
||||
+50
-6
@@ -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)
|
||||
Reference in New Issue
Block a user