No longer needs this walk logic in SoundSystem
This commit is contained in:
@@ -39,17 +39,7 @@ private:
|
||||
void playerJumps();
|
||||
// Helper function
|
||||
EntityID createChildEmitter(EntityWrapper parent);
|
||||
|
||||
// Walking logic
|
||||
// Keeps track of how far the player has walked within this "key press session".
|
||||
float m_DistanceMoved = 0.0f;
|
||||
// How far a step is (How often the step sound will be played).
|
||||
const float m_PlayerStepLength = 1.75f;
|
||||
// To get a difference when calculating the walking state.
|
||||
glm::vec3 m_LastPosition = glm::vec3();
|
||||
// Determine what sound file to play.
|
||||
bool m_LeftFoot = false;
|
||||
|
||||
|
||||
std::default_random_engine generator;
|
||||
|
||||
EventRelay<SoundSystem, Events::PlayerSpawned> m_EPlayerSpawned;
|
||||
|
||||
@@ -18,9 +18,7 @@ SoundSystem::SoundSystem(World* world, EventBroker* eventbroker)
|
||||
}
|
||||
|
||||
void SoundSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cComponent, double dt)
|
||||
{
|
||||
|
||||
}
|
||||
{ }
|
||||
|
||||
void SoundSystem::Update(double dt)
|
||||
{ }
|
||||
@@ -52,13 +50,6 @@ bool SoundSystem::OnInputCommand(const Events::InputCommand & e)
|
||||
return true;
|
||||
}
|
||||
}
|
||||
if (e.Command == "Forward" || e.Command == "Right") {
|
||||
if (e.Value == 0) {
|
||||
// Key released
|
||||
// Reset the distance moved (player walk logic)
|
||||
m_DistanceMoved = 0.f;
|
||||
}
|
||||
}
|
||||
if (e.Command == "TakeDamage" && e.Value > 0) {
|
||||
Events::PlayerDamage ev;
|
||||
ev.Player = m_LocalPlayer;
|
||||
|
||||
Reference in New Issue
Block a user