Merge branch 'master' into RestartMap
# Conflicts: # src/Game/Systems/CapturePointSystem.cpp
This commit is contained in:
@@ -2,7 +2,7 @@
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#define AmmoPickupSystem_h__
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#include "Core/System.h"
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#include "Core/Transform.h"
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#include "Core/TransformSystem.h"
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#include "Core/ResourceManager.h"
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#include "Core/EntityFile.h"
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#include "Core/EPickupSpawned.h"
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@@ -7,7 +7,7 @@
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#include "Common.h"
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#include "Core/System.h"
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#include "Core/Transform.h"
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#include "Core/TransformSystem.h"
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#include "Core/ECaptured.h"
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@@ -2,7 +2,7 @@
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#define DamageIndicatorSystem_h__
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#include "Core/System.h"
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#include "Core/Transform.h"
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#include "Core/TransformSystem.h"
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#include "Core/ResourceManager.h"
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#include "Core/EntityFile.h"
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#include "Core/EPlayerDamage.h"
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@@ -3,6 +3,7 @@
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#include "Common.h"
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#include "Core/System.h"
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#include "Engine/GLM.h"
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class ExplosionEffectSystem : public PureSystem
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{
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@@ -12,8 +12,8 @@ public:
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override
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{
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ComponentWrapper& transform = m_World->GetComponent(component.EntityID, "Transform");
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(double&)component["Time"] += dt;
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(glm::vec3&)transform["Position"] = (float)(double)component["Amplitude"] * glm::sin((glm::two_pi<float>() / (float)(double)component["Period"]) * (float)(double)component["Time"]) * (glm::vec3)component["Axis"];
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(Field<double>)component["Time"] += dt;
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(Field<glm::vec3>)transform["Position"] = (float)(double)component["Amplitude"] * glm::sin((glm::two_pi<float>() / (float)(double)component["Period"]) * (float)(double)component["Time"]) * (glm::vec3)component["Axis"];
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}
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};
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@@ -24,6 +24,7 @@ public:
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private:
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IRenderer* m_Renderer;
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void OpenSubMenu(const Events::InputCommand& e);
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void OpenDropDown(const Events::InputCommand& e);
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EventRelay<MainMenuSystem, Events::ButtonClicked> m_EClicked;
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bool OnButtonClick(const Events::ButtonClicked& e);
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@@ -36,6 +37,7 @@ private:
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std::string m_CurrentCommand = "";
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EntityWrapper m_OpenSubMenu = EntityWrapper::Invalid;
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EntityWrapper m_DropDown = EntityWrapper::Invalid;
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};
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@@ -2,7 +2,7 @@
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#define PickupSpawnSystem_h__
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#include "Core/System.h"
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#include "Core/Transform.h"
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#include "Core/TransformSystem.h"
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#include "Core/ResourceManager.h"
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#include "Core/EntityFile.h"
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#include "Core/EPickupSpawned.h"
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@@ -33,7 +33,7 @@ private:
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// Used to track afterimages for sprint effect.
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float m_SprintEffectTimer;
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// The logic for making the sound play when player is moving
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void playerStep(double dt);
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void playerStep(double dt, EntityWrapper player);
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// Spawn a hexagon at origin of an Entity
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void spawnHexagon(EntityWrapper target);
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@@ -1,6 +1,25 @@
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#include "Common.h"
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#include "Core/System.h"
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//struct FSubscriptProxy
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// {
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// friend struct ComponentWrapper;
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// FSubscriptProxy(ComponentWrapper* component, std::string fieldName)
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// : m_Component(component)
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// , m_FieldName(fieldName)
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// { }
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// ComponentWrapper* m_Component;
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// std::string m_FieldName;
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// public:
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// template <typename T>
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// operator Field<T>() { return Field<T>(m_Component->Field<T>(m_FieldName)); }
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// };
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class RaptorCopterSystem : public PureSystem
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{
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public:
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@@ -9,9 +28,11 @@ public:
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, PureSystem("RaptorCopter")
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{ }
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cRaptorCopter, double dt) override
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{
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ComponentWrapper& transform = m_World->GetComponent(component.EntityID, "Transform");
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(glm::vec3&)transform["Orientation"] += (float)(double)component["Speed"] * (float)dt * (glm::vec3)component["Axis"];
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ComponentWrapper& cTransform = entity["Transform"];
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//FSubscriptProxy subOri(&cTransform, "Orientation");
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//Field<glm::vec3> orientation = subOri;
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(Field<glm::vec3>)cTransform["Orientation"] += (float)(const double&)cRaptorCopter["Speed"] * (float)dt * (glm::vec3)cRaptorCopter["Axis"];
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}
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};
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@@ -2,6 +2,7 @@
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#define Systems_SoundSystem_h__
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#include <random>
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#include <chrono>
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#include "../Engine/Core/System.h"
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#include "../Engine/Core/ResourceManager.h"
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@@ -20,9 +21,10 @@
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#include "../Engine/Collision/ETrigger.h"
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#include "../Engine/Sound/EPlaySoundOnEntity.h"
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#include "../Engine/Sound/EPlayBackgroundMusic.h"
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#include "../Engine/Sound/EPlayAnnouncerVoice.h"
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#include "../Game/Events/EDoubleJump.h"
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#include "../Game/Events/EDashAbility.h"
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#include "../Engine/Sound/EChangeBGM.h"
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class SoundSystem : public PureSystem, ImpureSystem
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{
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@@ -33,14 +35,10 @@ public:
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private:
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std::string m_Announcer = "";
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// Logic for playing a sound when a player jumps
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void playerJumps();
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// Temporary solution for play test.
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bool m_DrumsIsPlaying = false;
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double m_DrumTimer = 0.0;
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bool drumTimer(double dt);
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void playerJumps(EntityWrapper player);
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std::default_random_engine generator;
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std::default_random_engine m_RandomGenerator;
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std::uniform_int_distribution<int> m_RandIntDistribution;
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EventRelay<SoundSystem, Events::PlayerSpawned> m_EPlayerSpawned;
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bool OnPlayerSpawned(const Events::PlayerSpawned &e);
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@@ -48,10 +46,6 @@ private:
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bool OnInputCommand(const Events::InputCommand &e);
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EventRelay<SoundSystem, Events::DoubleJump> m_EDoubleJump;
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bool OnDoubleJump(const Events::DoubleJump &e);
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EventRelay<SoundSystem, Events::DashAbility> m_EDashAbility;
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bool OnDashAbility(const Events::DashAbility &e);
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EventRelay<SoundSystem, Events::TriggerTouch> m_ETriggerTouch;
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bool OnTriggerTouch(const Events::TriggerTouch &e);
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EventRelay<SoundSystem, Events::Captured> m_ECaptured;
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bool OnCaptured(const Events::Captured &e);
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EventRelay<SoundSystem, Events::PlayerDamage> m_EPlayerDamage;
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@@ -6,7 +6,7 @@
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#include "GLM.h"
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#include "Core/System.h"
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#include "Events/ESpawnerSpawn.h"
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#include "Core/Transform.h"
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#include "Core/TransformSystem.h"
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#include "Core/EntityFile.h"
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class SpawnerSystem : public System
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@@ -5,6 +5,7 @@
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#include "Collision/Collision.h"
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#include "Core/EPlayerDamage.h"
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#include "Sound/EPlaySoundOnEntity.h"
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#include "Sound/EPlaySoundOnEntity.h"
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class DefenderWeaponBehaviour : public WeaponBehaviour<DefenderWeaponBehaviour>
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{
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@@ -270,7 +270,8 @@ private:
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EntityWrapper thirdPersonAttachment;
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for (auto& attachment : weaponAttachments) {
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ComponentWrapper cWeaponAttachment = attachment["WeaponAttachment"];
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if ((std::string&)cWeaponAttachment["Weapon"] == m_ComponentType) {
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Field<std::string> weaponType = cWeaponAttachment["Weapon"];
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if (*weaponType == m_ComponentType) {
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ComponentWrapper::SubscriptProxy person = cWeaponAttachment["Person"];
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if ((ComponentInfo::EnumType)person == person.Enum("FirstPerson")) {
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firstPersonAttachment = attachment;
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