Merge pull request #60 from teamfisk/3rdPersonDeathCam

3rd person death cam
This commit is contained in:
2016-02-08 11:39:57 +01:00
11 changed files with 149 additions and 7 deletions
+5
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@@ -43,6 +43,11 @@ struct ComponentWrapper
// Specialization for string literals
template <std::size_t N>
void SetField(std::string name, const char(&value)[N]) { Field<std::string>(name) = std::string(value); }
void Copy(ComponentWrapper& destination)
{
memcpy(destination.Data, this->Data, Info.Stride);
}
struct SubscriptProxy
{
+1
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@@ -9,6 +9,7 @@ namespace Events
struct PlayerDamage : Event
{
//NOTE: this struct is missing information on what the damageSource is
EntityWrapper Player;
double Damage;
};
+2 -3
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@@ -2,7 +2,7 @@
#define EPlayerDeath_h__
#include "EventBroker.h"
#include "../Core/Entity.h"
#include "../Core/EntityWrapper.h"
namespace Events
{
@@ -10,8 +10,7 @@ namespace Events
struct PlayerDeath : Event
{
//KilledBy,KilledByWhat is optional for now. It might be used later in the playerlog-system
EntityID KilledBy;
EntityID PlayerID;
EntityWrapper Player;
std::string KilledByWhat;
};
+29
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@@ -0,0 +1,29 @@
#ifndef PlayerDeathSystem_h__
#define PlayerDeathSystem_h__
#include "Core/System.h"
#include "Input/EInputCommand.h"
#include "GLM.h"
#include "Rendering/ESetCamera.h"
#include "Core/ConfigFile.h"
#include "Core/EntityFile.h"
#include "Core/EntityFileParser.h"
#include "Core/EPlayerDeath.h"
class PlayerDeathSystem : public ImpureSystem
{
public:
PlayerDeathSystem(World* world, EventBroker* eventBroker);
virtual void Update(double dt) override;
private:
EventRelay<PlayerDeathSystem, Events::PlayerDeath> m_OnPlayerDeath;
bool OnPlayerDeath(Events::PlayerDeath& e);
void createDeathEffect(EntityWrapper player);
};
#endif
+1
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@@ -3,6 +3,7 @@
#include "Systems/SpawnerSystem.h"
#include "Events/ESpawnerSpawn.h"
#include "Core/EPlayerSpawned.h"
#include "Core/EPlayerDeath.h"
#include "Rendering/ESetCamera.h"
#include "Core/ConfigFile.h"
+2 -2
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@@ -143,7 +143,7 @@
</Team>
</c:Team>
<c:Transform>
<Position X="57.7363472" Y="1.18853188" Z="79.5"/>
<Position X="57.7363472" Y="2.38900018" Z="79.5"/>
</c:Transform>
</Components>
<Children>
@@ -205,7 +205,7 @@
</Team>
</c:Team>
<c:Transform>
<Position X="-60.2567062" Y="1.60000002" Z="-78.1000061"/>
<Position X="-60.2567062" Y="3.4000001" Z="-78.1000061"/>
</c:Transform>
</Components>
<Children>
@@ -0,0 +1,43 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="Explosion" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:Animation>
<Name>Hold Pos</Name>
</c:Animation>
<c:Lifetime>
<Lifetime>2.5</Lifetime>
</c:Lifetime>
<c:ExplosionEffect>
<ColorByDistance>true</ColorByDistance>
<Velocity X="0" Y="7.76300049" Z="0"/>
<ExplosionOrigin X="0" Y="0.67900002" Z="0"/>
<ExponentialAccelaration>true</ExponentialAccelaration>
<ExplosionDuration>3</ExplosionDuration>
<EndColor A="0" B="0" G="0" R="1"/>
<Randomness>true</Randomness>
</c:ExplosionEffect>
<c:Model>
<Resource>Models/AssaultAnimated.mesh</Resource>
<Color A="1" B="0" G="0" R="1"/>
<Transparent>true</Transparent>
</c:Model>
<c:Transform>
<Position X="0" Y="0" Z="3.46966481"/>
</c:Transform>
</Components>
<Children>
<Entity name="Camera">
<Components>
<c:Camera/>
<c:Transform>
<Position X="0" Y="2.49700022" Z="4.31700039"/>
<Orientation X="5.95600033" Y="0" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
+2
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@@ -8,6 +8,7 @@
#include "Systems/PlayerMovementSystem.h"
#include "Systems/SpawnerSystem.h"
#include "Systems/PlayerSpawnSystem.h"
#include "Systems/PlayerDeathSystem.h"
#include "Core/EntityFileWriter.h"
#include "Game/Systems/CapturePointSystem.h"
#include "Game/Systems/WeaponSystem.h"
@@ -88,6 +89,7 @@ Game::Game(int argc, char* argv[])
m_SystemPipeline->AddSystem<InterpolationSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<SpawnerSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<PlayerSpawnSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<PlayerDeathSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<WeaponSystem>(updateOrderLevel, m_Renderer);
m_SystemPipeline->AddSystem<LifetimeSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<CapturePointSystem>(updateOrderLevel);
+4 -1
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@@ -20,7 +20,10 @@ bool HealthSystem::OnPlayerDamaged(Events::PlayerDamage& e)
health -= e.Damage;
if (health <= 0.0) {
m_World->DeleteEntity(e.Player.ID);
Events::PlayerDeath ePlayerDeath;
ePlayerDeath.Player = e.Player;
m_EventBroker->Publish(ePlayerDeath);
//Note: we will delete the entity in PlayerDeathSystem
}
return true;
+57
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@@ -0,0 +1,57 @@
#include "Systems/PlayerDeathSystem.h"
PlayerDeathSystem::PlayerDeathSystem(World* m_World, EventBroker* eventBroker)
: System(m_World, eventBroker)
{
EVENT_SUBSCRIBE_MEMBER(m_OnPlayerDeath, &PlayerDeathSystem::OnPlayerDeath);
}
void PlayerDeathSystem::Update(double dt)
{
}
bool PlayerDeathSystem::OnPlayerDeath(Events::PlayerDeath& e)
{
if (!e.Player.Valid()) {
return false;
}
createDeathEffect(e.Player);
// Delete player
m_World->DeleteEntity(e.Player.ID);
return true;
}
void PlayerDeathSystem::createDeathEffect(EntityWrapper player)
{
//load the explosioneffect XML
auto deathEffect = ResourceManager::Load<EntityFile>("Schema/Entities/PlayerDeathExplosionWithCamera.xml");
EntityFileParser parser(deathEffect);
EntityID deathEffectID = parser.MergeEntities(m_World);
EntityWrapper deathEffectEW = EntityWrapper(m_World, deathEffectID);
//components that we need from player
auto playerCamera = player.FirstChildByName("Camera");
auto playerEntityModel = player.FirstChildByName("PlayerModel")["Model"];
auto playerEntityAnimation = player.FirstChildByName("PlayerModel")["Animation"];
//copy the data from player to explisioneffectmodel
playerEntityModel.Copy(deathEffectEW["Model"]);
playerEntityAnimation.Copy(deathEffectEW["Animation"]);
//freeze the animation
deathEffectEW["Animation"]["Speed"] = 0.0;
//copy the models position,orientation
deathEffectEW["Transform"]["Position"] = (glm::vec3)player["Transform"]["Position"];
deathEffectEW["Transform"]["Orientation"] = (glm::vec3)player["Transform"]["Orientation"];
//effect,camera is relative to playersPosition
//deathEffectEW["ExplosionEffect"]["ExplosionOrigin"] = glm::vec3(0, 0, 0);
//camera (with lifetime) behind the player
auto cam = deathEffectEW.FirstChildByName("Camera");
Events::SetCamera eSetCamera;
eSetCamera.CameraEntity = cam;
m_EventBroker->Publish(eSetCamera);
}
+3 -1
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@@ -75,7 +75,9 @@ bool PlayerSpawnSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
// Check if a player already exists
if (m_PlayerEntities.count(e.PlayerID) != 0) {
// TODO: Disallow infinite respawning here
m_World->DeleteEntity(m_PlayerEntities[e.PlayerID].ID);
if (m_PlayerEntities[e.PlayerID].Valid()) {
m_World->DeleteEntity(m_PlayerEntities[e.PlayerID].ID);
}
}
// Store the player for future reference