Merge remote-tracking branch 'origin/master' into TCPConnections
# Conflicts: # src/Engine/Network/Client.cpp # src/Engine/Network/Server.cpp # src/Engine/Rendering/PickingPass.cpp # src/Game/Systems/PlayerSpawnSystem.cpp
This commit is contained in:
+1
-1
Submodule assets updated: dfa0fc61ab...078e014f3d
@@ -90,10 +90,10 @@ boost::optional<EntityAABB> AbsoluteAABBExplosionEffect(EntityWrapper& entity);
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//Returns the first entity hit by the input ray. entitiesPotentiallyHitSorted needs to be sorted
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//by their distance to the ray, e.g. result from Octree<EntityAABB>::ObjectsPossiblyHitByRay.
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//Returns boost::none if none was hit. outDistance will be the distance to the intersection point if the ray intersects.
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boost::optional<EntityAABB> EntityFirstHitByRay(const Ray& ray, std::vector<EntityAABB> entitiesPotentiallyHitSorted, float outDistance, glm::vec3& outIntersectPos);
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boost::optional<EntityAABB> EntityFirstHitByRay(const Ray& ray, std::vector<EntityAABB> entitiesPotentiallyHitSorted, float& outDistance, glm::vec3& outIntersectPos);
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//Returns the first entity hit by the input ray that exists in the octree.
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//outDistance will be the distance to the intersection point if the ray intersects.
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boost::optional<EntityAABB> EntityFirstHitByRay(const Ray& ray, Octree<EntityAABB>* octree, float outDistance, glm::vec3& outIntersectPos);
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boost::optional<EntityAABB> EntityFirstHitByRay(const Ray& ray, Octree<EntityAABB>* octree, float& outDistance, glm::vec3& outIntersectPos);
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}
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@@ -0,0 +1,18 @@
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#ifndef EAmmoPickup_h__
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#define EAmmoPickup_h__
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#include "EventBroker.h"
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#include "../Core/EntityWrapper.h"
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namespace Events
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{
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struct AmmoPickup : Event
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{
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EntityWrapper Player;
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int AmmoGain;
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};
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}
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#endif
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@@ -9,9 +9,8 @@ namespace Events
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struct PlayerDamage : Event
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{
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//NOTE: this struct is missing information on what the damageSource is
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EntityWrapper Player;
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EntityWrapper PlayerShooter;
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EntityWrapper Inflictor;
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EntityWrapper Victim;
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double Damage;
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};
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@@ -9,7 +9,8 @@ namespace Events
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struct Shoot : Event
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{
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EntityWrapper Player;
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EntityWrapper Inflictor;
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double Damage;
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};
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}
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@@ -18,6 +18,7 @@
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#include "../Core/EPlayerSpawned.h"
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#include "../Core/Octree.h"
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#include "../Collision/EntityAABB.h"
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#include "../Core/ConfigFile.h"
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class RenderSystem : public ImpureSystem
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{
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@@ -48,6 +49,9 @@ private:
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void fillDirectionalLights(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
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void fillLight(std::list<std::shared_ptr<RenderJob>>& jobs);
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void fillSprites(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
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bool isEntityVisible(EntityWrapper& entity);
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bool isChildOfACamera(EntityWrapper entity);
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bool isChildOfCurrentCamera(EntityWrapper entity);
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};
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@@ -0,0 +1,32 @@
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#ifndef AmmoPickupSystem_h__
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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/ResourceManager.h"
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#include "Core/EntityFileParser.h"
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#include "Core/EPickupSpawned.h"
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#include "Core/EAmmoPickup.h"
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#include "Engine/Collision/ETrigger.h"
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#include "Common.h"
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class AmmoPickupSystem : public ImpureSystem
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{
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public:
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AmmoPickupSystem(SystemParams params);
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virtual void Update(double dt) override;
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private:
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EventRelay<AmmoPickupSystem, Events::TriggerTouch> m_ETriggerTouch;
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bool OnTriggerTouch(Events::TriggerTouch& e);
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struct NewAmmoPickup {
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glm::vec3 Pos;
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double AmmoGain;
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double RespawnTimer;
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double DecreaseThisRespawnTimer;
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};
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std::vector<NewAmmoPickup> m_ETriggerTouchVector;
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};
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#endif
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@@ -21,8 +21,8 @@ public:
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DamageIndicatorSystem(SystemParams params);
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private:
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EventRelay<DamageIndicatorSystem, Events::PlayerDamage> m_DamageTakenFromPlayer;
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bool OnPlayerDamageTaken(Events::PlayerDamage& e);
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EventRelay<DamageIndicatorSystem, Events::PlayerDamage> m_EPlayerDamage;
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bool OnPlayerDamage(Events::PlayerDamage& e);
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EventRelay<DamageIndicatorSystem, Events::SetCamera> m_ESetCamera;
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bool OnSetCamera(const Events::SetCamera& e);
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@@ -9,6 +9,7 @@
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#include "Core/EPlayerDamage.h"
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#include "Core/EPlayerHealthPickup.h"
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#include "Core/EPlayerDeath.h"
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#include "../Engine/Input/EInputCommand.h"
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#include <tuple>
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#include <vector>
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@@ -28,7 +29,9 @@ private:
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bool HealthSystem::OnPlayerDamaged(Events::PlayerDamage& e);
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EventRelay<HealthSystem, Events::PlayerHealthPickup> m_EPlayerHealthPickup;
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bool HealthSystem::OnPlayerHealthPickup(Events::PlayerHealthPickup& e);
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EventRelay<HealthSystem, Events::InputCommand> m_InputCommand;
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bool HealthSystem::OnInputCommand(Events::InputCommand& e);
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//vector which will keep track of health changes
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std::vector<std::tuple<EntityID, double>> m_DeltaHealthVector;
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@@ -13,6 +13,8 @@ public:
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PlayerSpawnSystem(SystemParams params);
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virtual void Update(double dt) override;
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static void SetRespawnTime(float respawnTime) { m_RespawnTime = respawnTime; };
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private:
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struct SpawnRequest
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@@ -23,10 +25,19 @@ private:
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bool m_NetworkEnabled = false;
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std::vector<SpawnRequest> m_SpawnRequests;
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//Player ID -> EntityWrapper.
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std::map<int, EntityWrapper> m_PlayerEntities;
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//EntityWrapper ID -> Player ID.
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std::map<EntityID, int> m_PlayerIDs;
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static float m_RespawnTime;
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float m_Timer;
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EventRelay<PlayerSpawnSystem, Events::InputCommand> m_OnInputCommand;
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bool OnInputCommand(const Events::InputCommand& e);
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bool OnInputCommand(Events::InputCommand& e);
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EventRelay<PlayerSpawnSystem, Events::PlayerSpawned> m_OnPlayerSpawnerd;
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bool OnPlayerSpawned(Events::PlayerSpawned& e);
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EventRelay<PlayerSpawnSystem, Events::PlayerDeath> m_OnPlayerDeath;
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bool OnPlayerDeath(Events::PlayerDeath& e);
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};
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@@ -0,0 +1,44 @@
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#include "Sound/EPlaySoundOnEntity.h"
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#include "Collision/Collision.h"
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#include "Rendering/AnimationSystem.h"
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#include "WeaponBehaviour.h"
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#include "../SpawnerSystem.h"
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#include "Core/EPlayerDamage.h"
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#include "Core/EShoot.h"
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class AssaultWeaponBehaviour : public WeaponBehaviour
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{
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public:
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AssaultWeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree, EntityWrapper weaponEntity);
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virtual void Fire() override;
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virtual void CeaseFire() override;
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virtual void Reload() override;
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virtual void Update(double dt) override;
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private:
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EntityWrapper m_FirstPersonModel;
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// State
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bool m_Firing = false;
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bool m_Reloading = false;
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double m_ReloadTimer = 0.0;
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EntityWrapper m_ReloadImpersonator;
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double m_TimeSinceLastFire = 0.0;
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EventRelay<WeaponBehaviour, Events::AnimationComplete> m_EAnimationComplete;
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bool OnAnimationComplete(Events::AnimationComplete& e);
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bool hasAmmo();
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void fireRound();
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void spawnTracer();
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float traceRayDistance(glm::vec3 origin, glm::vec3 direction);
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void playSound();
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void viewPunch();
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void finishReload();
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void playShootAnimation();
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void playIdleAnimation();
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void playReloadAnimation();
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bool shoot(double damage);
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void showHitMarker();
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};
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@@ -0,0 +1,34 @@
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#ifndef WeaponBehaviour_h__
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#define WeaponBehaviour_h__
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#include "Core/System.h"
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#include "Rendering/IRenderer.h"
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#include "Core/Octree.h"
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#include "Collision/EntityAABB.h"
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class WeaponBehaviour : public System
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{
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public:
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WeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree, EntityWrapper player)
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: System(systemParams)
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, m_Renderer(renderer)
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, m_CollisionOctree(collisionOctree)
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, m_Player(player)
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{ }
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virtual ~WeaponBehaviour() = default;
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WeaponBehaviour(const WeaponBehaviour&) = delete;
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WeaponBehaviour& operator=(const WeaponBehaviour &) = delete;
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virtual void Fire() = 0;
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virtual void CeaseFire() { }
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virtual void Reload() { }
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virtual void Update(double dt) { }
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protected:
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IRenderer* m_Renderer;
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Octree<EntityAABB>* m_CollisionOctree;
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EntityWrapper m_Player;
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};
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#endif
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@@ -0,0 +1,44 @@
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#ifndef WeaponSystem_h__
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#define WeaponSystem_h__
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#include "Rendering/IRenderer.h"
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#include "Common.h"
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#include "Core/System.h"
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#include "Core/EPlayerDamage.h"
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#include "Core/EShoot.h"
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#include "Core/EPlayerSpawned.h"
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#include "Input/EInputCommand.h"
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#include "Core/EntityFile.h"
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#include "Core/EntityFileParser.h"
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#include "Core/Octree.h"
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#include "Collision/EntityAABB.h"
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#include "Systems/SpawnerSystem.h"
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#include "Sound/EPlaySoundOnEntity.h"
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#include "AssaultWeaponBehaviour.h"
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class WeaponSystem : public PureSystem, ImpureSystem
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{
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public:
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WeaponSystem(SystemParams params, IRenderer* renderer, Octree<EntityAABB>* collisionOctree);
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virtual void Update(double dt) override;
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cPlayer, double dt) override;
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private:
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SystemParams m_SystemParams;
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IRenderer* m_Renderer;
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Octree<EntityAABB>* m_CollisionOctree;
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std::unordered_map<EntityWrapper, std::shared_ptr<WeaponBehaviour>> m_ActiveWeapons;
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// Events
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EventRelay<WeaponSystem, Events::PlayerSpawned> m_EPlayerSpawned;
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bool OnPlayerSpawned(Events::PlayerSpawned& e);
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EventRelay<WeaponSystem, Events::InputCommand> m_EInputCommand;
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bool OnInputCommand(Events::InputCommand& e);
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void selectWeapon(EntityWrapper player, ComponentInfo::EnumType slot);
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};
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#endif
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@@ -1,192 +0,0 @@
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#ifndef WeaponSystem_h__
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#define WeaponSystem_h__
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//#include <GLFW/glfw3.h>
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//#include <glm/common.hpp>
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#include "Rendering/IRenderer.h"
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|
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#include "Common.h"
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#include "Core/System.h"
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#include "Core/EPlayerDamage.h"
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#include "Core/EShoot.h"
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#include "Core/EPlayerSpawned.h"
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#include "Input/EInputCommand.h"
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#include "Core/EntityFile.h"
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#include "Core/EntityFileParser.h"
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#include "Core/Octree.h"
|
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#include "Collision/EntityAABB.h"
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#include "Systems/SpawnerSystem.h"
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#include "Sound/EPlaySoundOnEntity.h"
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class WeaponBehaviour;
|
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|
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class WeaponSystem : public PureSystem, ImpureSystem
|
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{
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public:
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WeaponSystem(SystemParams params, IRenderer* renderer, Octree<EntityAABB>* collisionOctree);
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|
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virtual void Update(double dt) override;
|
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cPlayer, double dt) override;
|
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|
||||
private:
|
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SystemParams m_SystemParams;
|
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IRenderer* m_Renderer;
|
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Octree<EntityAABB>* m_CollisionOctree;
|
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|
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std::unordered_map<EntityWrapper, std::shared_ptr<WeaponBehaviour>> m_ActiveWeapons;
|
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|
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// Events
|
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EventRelay<WeaponSystem, Events::PlayerSpawned> m_EPlayerSpawned;
|
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bool OnPlayerSpawned(Events::PlayerSpawned& e);
|
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EventRelay<WeaponSystem, Events::Shoot> m_EShoot;
|
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bool OnShoot(Events::Shoot& e);
|
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EventRelay<WeaponSystem, Events::InputCommand> m_EInputCommand;
|
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bool OnInputCommand(Events::InputCommand& e);
|
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|
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void selectWeapon(EntityWrapper player, ComponentInfo::EnumType slot);
|
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};
|
||||
|
||||
class WeaponBehaviour : public System
|
||||
{
|
||||
public:
|
||||
WeaponBehaviour(SystemParams systemParams, Octree<EntityAABB>* collisionOctree, EntityWrapper weaponEntity)
|
||||
: System(systemParams)
|
||||
, m_CollisionOctree(collisionOctree)
|
||||
, m_Entity(weaponEntity)
|
||||
{ }
|
||||
virtual ~WeaponBehaviour() = default;
|
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|
||||
WeaponBehaviour(const WeaponBehaviour&) = delete;
|
||||
WeaponBehaviour& operator=(const WeaponBehaviour &) = delete;
|
||||
|
||||
virtual void Fire() = 0;
|
||||
virtual void CeaseFire() { }
|
||||
virtual void Reload() { }
|
||||
virtual void Update(double dt) { }
|
||||
|
||||
protected:
|
||||
Octree<EntityAABB>* m_CollisionOctree;
|
||||
EntityWrapper m_Entity;
|
||||
};
|
||||
|
||||
class AssaultWeaponBehaviour : public WeaponBehaviour
|
||||
{
|
||||
public:
|
||||
AssaultWeaponBehaviour(SystemParams systemParams, Octree<EntityAABB>* collisionOctree, EntityWrapper weaponEntity)
|
||||
: WeaponBehaviour(systemParams, collisionOctree, weaponEntity)
|
||||
{ }
|
||||
|
||||
virtual void Fire() override
|
||||
{
|
||||
m_TimeSinceLastFire = 0.0;
|
||||
m_Firing = true;
|
||||
fireRound();
|
||||
}
|
||||
|
||||
virtual void CeaseFire() override
|
||||
{
|
||||
m_Firing = false;
|
||||
}
|
||||
|
||||
virtual void Reload() override
|
||||
{
|
||||
ComponentWrapper& cAssaultWeapon = m_Entity["AssaultWeapon"];
|
||||
|
||||
int& magAmmo = cAssaultWeapon["MagazineAmmo"];
|
||||
int magSize = cAssaultWeapon["MagazineSize"];
|
||||
int& ammo = cAssaultWeapon["Ammo"];
|
||||
|
||||
// Don't reload if we're already fully loaded
|
||||
if (magAmmo == magSize) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Throw away rounds in magazine to incentivise ammo sharing
|
||||
int toLoad = glm::min(magSize, ammo);
|
||||
magAmmo = toLoad;
|
||||
ammo -= toLoad;
|
||||
}
|
||||
|
||||
virtual void Update(double dt) override
|
||||
{
|
||||
if (!m_Firing) {
|
||||
return;
|
||||
}
|
||||
|
||||
m_TimeSinceLastFire += dt;
|
||||
|
||||
ComponentWrapper& cAssaultWeapon = m_Entity["AssaultWeapon"];
|
||||
if (m_TimeSinceLastFire >= 1.0 / ((double)cAssaultWeapon["RPM"] / 60.0)) {
|
||||
fireRound();
|
||||
}
|
||||
}
|
||||
|
||||
private:
|
||||
bool m_Firing = false;
|
||||
double m_TimeSinceLastFire = 0.0;
|
||||
EntityFile* m_RayRed = nullptr;
|
||||
EntityFile* m_RayBlue = nullptr;
|
||||
|
||||
void fireRound()
|
||||
{
|
||||
ComponentWrapper& cAssaultWeapon = m_Entity["AssaultWeapon"];
|
||||
|
||||
int& magAmmo = cAssaultWeapon["MagazineAmmo"];
|
||||
int ammo = cAssaultWeapon["Ammo"];
|
||||
|
||||
// Reload if our magazine is empty
|
||||
if (magAmmo <= 0) {
|
||||
Reload();
|
||||
return;
|
||||
}
|
||||
|
||||
// Fire
|
||||
magAmmo -= 1;
|
||||
spawnTracer();
|
||||
playSound();
|
||||
|
||||
m_TimeSinceLastFire = 0.0;
|
||||
}
|
||||
|
||||
void spawnTracer()
|
||||
{
|
||||
if (!IsClient) {
|
||||
return;
|
||||
}
|
||||
|
||||
EntityWrapper spawner;
|
||||
if (m_Entity == LocalPlayer) {
|
||||
spawner = m_Entity.FirstChildByName("WeaponMuzzle");
|
||||
} else {
|
||||
spawner = m_Entity.FirstChildByName("ThirdPersonWeaponMuzzle");
|
||||
}
|
||||
|
||||
if (!spawner.Valid()) {
|
||||
return;
|
||||
}
|
||||
|
||||
Events::SpawnerSpawn e;
|
||||
e.Spawner = spawner;
|
||||
m_EventBroker->Publish(e);
|
||||
}
|
||||
|
||||
float traceRayDistance(glm::vec3 origin, glm::vec3 direction)
|
||||
{
|
||||
// TODO: Cast a ray and size tracer appropriately
|
||||
return 100.f;
|
||||
}
|
||||
|
||||
void playSound()
|
||||
{
|
||||
if (!IsClient) {
|
||||
return;
|
||||
}
|
||||
|
||||
Events::PlaySoundOnEntity e;
|
||||
e.EmitterID = m_Entity.ID;
|
||||
e.FilePath = "Audio/laser/laser1.wav";
|
||||
m_EventBroker->Publish(e);
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -4,6 +4,9 @@ LoadMap=
|
||||
; if true -> Pool allocation is not used when calling Allocate/Free, just use regular dynamic allocation.
|
||||
; if false -> Use pool allocation.
|
||||
DisableMemoryPool=false
|
||||
RespawnTime = 8.0
|
||||
EditorEnabled=false
|
||||
OutOfBodyExperience=false
|
||||
|
||||
[Editor]
|
||||
CameraSpeed=3
|
||||
|
||||
@@ -24,4 +24,5 @@ F1=ToggleEditor
|
||||
C=ConnectToServer
|
||||
N=SwitchToServer
|
||||
M=SwitchToClient
|
||||
P=SwitchToPlayer
|
||||
P=SwitchToPlayer
|
||||
K=TakeDamage,1500
|
||||
@@ -32,6 +32,7 @@
|
||||
<xs:include schemaLocation="Components/Lifetime.xsd"/>
|
||||
<xs:include schemaLocation="Components/HiddenForLocalPlayer.xsd"/>
|
||||
<xs:include schemaLocation="Components/HealthPickup.xsd"/>
|
||||
<xs:include schemaLocation="Components/AmmoPickup.xsd"/>
|
||||
<xs:include schemaLocation="Components/AnimationOffset.xsd"/>
|
||||
<xs:include schemaLocation="Components/DashAbility.xsd"/>
|
||||
<xs:include schemaLocation="Components/AssaultWeapon.xsd"/>
|
||||
|
||||
@@ -0,0 +1,5 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<AmmoPickup xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="AmmoPickup.xsd">
|
||||
<RespawnTimer>3</RespawnTimer>
|
||||
<AmmoGain>30</AmmoGain>
|
||||
</AmmoPickup>
|
||||
@@ -0,0 +1,21 @@
|
||||
<?xml version="1.0"?>
|
||||
|
||||
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
|
||||
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
|
||||
|
||||
<xs:element name="AmmoPickup">
|
||||
<xs:annotation>
|
||||
<xs:documentation>An Ammo Pickup</xs:documentation>
|
||||
</xs:annotation>
|
||||
<xs:complexType>
|
||||
<xs:all>
|
||||
<xs:element name="RespawnTimer" type="t:double" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>The respawn timer for a ammo pickup</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="AmmoGain" type="t:double" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>How much percent ammo gain the player will get</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
</xs:all>
|
||||
</xs:complexType>
|
||||
</xs:element>
|
||||
</xs:schema>
|
||||
@@ -6,4 +6,6 @@
|
||||
<MaxAmmo>360</MaxAmmo>
|
||||
<BaseDamage>5</BaseDamage>
|
||||
<RPM>120</RPM>
|
||||
<ViewPunch>0.01</ViewPunch>
|
||||
<ReloadTime>2</ReloadTime>
|
||||
</AssaultWeapon>
|
||||
@@ -22,6 +22,12 @@
|
||||
<xs:element name="RPM" type="t:double" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Rate of fire in rounds per minute</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="ViewPunch" type="t:float" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>View punch in radians for each bullet fired</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="ReloadTime" type="t:double" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Time it takes to reload the weapon in seconds</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
</xs:all>
|
||||
</xs:complexType>
|
||||
</xs:element>
|
||||
|
||||
@@ -2,4 +2,5 @@
|
||||
<Player xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Player.xsd">
|
||||
<MovementSpeed>3</MovementSpeed>
|
||||
<CrouchSpeed>1.5</CrouchSpeed>
|
||||
<CurrentWishDirection X="0" Y="0" Z="0"/>
|
||||
</Player>
|
||||
@@ -5,12 +5,13 @@
|
||||
|
||||
<xs:element name="Player">
|
||||
<xs:annotation>
|
||||
<xs:documentation>The player charachter</xs:documentation>
|
||||
<xs:documentation>The player entity</xs:documentation>
|
||||
</xs:annotation>
|
||||
<xs:complexType>
|
||||
<xs:all>
|
||||
<xs:element name="MovementSpeed" type="t:float" minOccurs="0"/>
|
||||
<xs:element name="CrouchSpeed" type="t:float" minOccurs="0"/>
|
||||
<xs:element name="CurrentWishDirection" type="t:Vector" minOccurs="0"/>
|
||||
</xs:all>
|
||||
</xs:complexType>
|
||||
</xs:element>
|
||||
|
||||
@@ -0,0 +1,18 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
||||
|
||||
<Components>
|
||||
<c:AABB/>
|
||||
<c:AmmoPickup/>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitSphere.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="1" Z="0"/>
|
||||
</c:Transform>
|
||||
<c:Trigger/>
|
||||
</Components>
|
||||
|
||||
<Children/>
|
||||
|
||||
</Entity>
|
||||
@@ -0,0 +1,294 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
||||
|
||||
<Components>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
|
||||
<Children>
|
||||
<Entity name="Scenemesh">
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/LevelBase/MapVersion1.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="DirectionalLight">
|
||||
<Components>
|
||||
<c:DirectionalLight>
|
||||
<Intensity>2</Intensity>
|
||||
</c:DirectionalLight>
|
||||
<c:Model>
|
||||
<Resource>Models/DirectionalLightWidget.mesh</Resource>
|
||||
<Visible>false</Visible>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="61.9050903" Z="0"/>
|
||||
<Scale X="50" Y="50" Z="50"/>
|
||||
<Orientation X="4.42700005" Y="0" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="PointLight">
|
||||
<Components>
|
||||
<c:PointLight>
|
||||
<Radius>8</Radius>
|
||||
<Intensity>2.7999999523162842</Intensity>
|
||||
</c:PointLight>
|
||||
<c:Transform>
|
||||
<Position X="0.370978802" Y="1.88588905" Z="-0.55370003"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="PointLight">
|
||||
<Components>
|
||||
<c:PointLight>
|
||||
<Radius>8</Radius>
|
||||
<Intensity>2.7999999523162842</Intensity>
|
||||
</c:PointLight>
|
||||
<c:Transform>
|
||||
<Position X="38.0347443" Y="1.88588905" Z="62.7340622"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:AABB/>
|
||||
<c:Collidable/>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-0.904668212" Y="0" Z="8.48177528"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:AABB/>
|
||||
<c:Collidable/>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-4.61666441" Y="0" Z="-8.51156044"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:AABB/>
|
||||
<c:Collidable/>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-7.56803513" Y="-0.0658408776" Z="0.59418112"/>
|
||||
<Scale X="1.20000005" Y="0.900000036" Z="1.30000007"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:AABB/>
|
||||
<c:Collidable/>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="10.460474" Y="0" Z="-3.92580295"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:AABB/>
|
||||
<c:Collidable/>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="1.09146011" Y="-0.315138876" Z="-0.333906144"/>
|
||||
<Scale X="150" Y="1" Z="180"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="BluSpawn">
|
||||
<Components>
|
||||
<c:PlayerSpawn/>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Visible>false</Visible>
|
||||
</c:Model>
|
||||
<c:Spawner>
|
||||
<EntityFile>Schema/Entities/Player.xml</EntityFile>
|
||||
</c:Spawner>
|
||||
<c:Team>
|
||||
<Team>
|
||||
<Blue/>
|
||||
</Team>
|
||||
</c:Team>
|
||||
<c:Transform>
|
||||
<Position X="57.7363472" Y="1.18853188" Z="79.5"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:SpawnPoint/>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:SpawnPoint/>
|
||||
<c:Transform>
|
||||
<Position X="-2.05988312" Y="0" Z="2.79573512"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="1.85022807" Y="0" Z="-2.08909845"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="2.98651481" Y="0" Z="-4.67667246"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="-5.16323137" Y="0" Z="3.62892342"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
<Entity name="RedSpawn">
|
||||
<Components>
|
||||
<c:PlayerSpawn/>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitCube.mesh</Resource>
|
||||
<Visible>false</Visible>
|
||||
</c:Model>
|
||||
<c:Spawner>
|
||||
<EntityFile>Schema/Entities/Player.xml</EntityFile>
|
||||
</c:Spawner>
|
||||
<c:Team>
|
||||
<Team>
|
||||
<Red/>
|
||||
</Team>
|
||||
</c:Team>
|
||||
<c:Transform>
|
||||
<Position X="-60.2567062" Y="1.60000002" Z="-78.1000061"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:SpawnPoint/>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="2.24403"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="2.20245028" Y="0" Z="-1.97843659"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="4.79769945" Y="0" Z="-5.2088728"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:AABB/>
|
||||
<c:AmmoPickup>
|
||||
<RespawnTimer>1</RespawnTimer>
|
||||
<AmmoGain>22</AmmoGain>
|
||||
</c:AmmoPickup>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitSphere.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="60" Y="1" Z="75"/>
|
||||
</c:Transform>
|
||||
<c:Trigger/>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:AABB/>
|
||||
<c:AmmoPickup>
|
||||
<RespawnTimer>1</RespawnTimer>
|
||||
<AmmoGain>22</AmmoGain>
|
||||
</c:AmmoPickup>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitSphere.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="60" Y="1" Z="77"/>
|
||||
</c:Transform>
|
||||
<c:Trigger/>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:AABB/>
|
||||
<c:AmmoPickup>
|
||||
<RespawnTimer>4</RespawnTimer>
|
||||
<AmmoGain>44</AmmoGain>
|
||||
</c:AmmoPickup>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitSphere.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="60" Y="1" Z="79"/>
|
||||
</c:Transform>
|
||||
<c:Trigger/>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
|
||||
</Entity>
|
||||
@@ -0,0 +1,20 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Entity name="HitMarker" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
||||
|
||||
<Components>
|
||||
<c:Lifetime>
|
||||
<Lifetime>0.1</Lifetime>
|
||||
</c:Lifetime>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Weapons/Crosshair/SmallThickHoleDot.png</DiffuseTexture>
|
||||
<DepthSort>false</DepthSort>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Scale X="0.031" Y="0.031" Z="1"/>
|
||||
<Orientation X="0" Y="0" Z="0.782"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
|
||||
<Children/>
|
||||
|
||||
</Entity>
|
||||
@@ -124,10 +124,14 @@
|
||||
<Origin X="0" Y="0.772000015" Z="0"/>
|
||||
<Size X="1" Y="1.60000002" Z="1"/>
|
||||
</c:AABB>
|
||||
<c:AssaultWeapon>
|
||||
<RPM>600</RPM>
|
||||
</c:AssaultWeapon>
|
||||
<c:Collidable/>
|
||||
<c:Model/>
|
||||
<c:DashAbility/>
|
||||
<c:Health/>
|
||||
<c:Physics>
|
||||
<Gravity>false</Gravity>
|
||||
<Velocity X="2.30999646e-23" Y="0" Z="1.05272533e-23"/>
|
||||
</c:Physics>
|
||||
<c:Player>
|
||||
<MovementSpeed>5</MovementSpeed>
|
||||
@@ -138,8 +142,7 @@
|
||||
</Team>
|
||||
</c:Team>
|
||||
<c:Transform>
|
||||
<Position X="-1.68112314" Y="0.0288829971" Z="3.06287026"/>
|
||||
<Orientation X="0" Y="2.14675093" Z="0"/>
|
||||
<Position X="0" Y="0.0288832653" Z="2.64837074"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
@@ -147,7 +150,7 @@
|
||||
<Components>
|
||||
<c:Camera/>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="1.37700009" Z="0"/>
|
||||
<Position X="0" Y="1.27700007" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
@@ -156,10 +159,9 @@
|
||||
<c:Text>
|
||||
<Resource>Fonts/DroidSans.ttf,100</Resource>
|
||||
<Color A="1" B="0" G="1" R="0"/>
|
||||
<Visible>false</Visible>
|
||||
</c:Text>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0.247910097" Z="-0.447844714"/>
|
||||
<Position X="0.100000001" Y="0.248000011" Z="-0.248000011"/>
|
||||
<Scale X="0.100000001" Y="0.113000005" Z="0.5"/>
|
||||
<Orientation X="0" Y="3.14199996" Z="0"/>
|
||||
</c:Transform>
|
||||
@@ -170,6 +172,7 @@
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/Widgets/Camera.mesh</Resource>
|
||||
<Visible>false</Visible>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0.0331346765" Z="-0.0792061687"/>
|
||||
@@ -178,6 +181,100 @@
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="HUD">
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="-0.5"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="HealthBar">
|
||||
<Components>
|
||||
<c:Fill>
|
||||
<Percentage>1</Percentage>
|
||||
<Color A="0" B="1" G="0" R="0"/>
|
||||
</c:Fill>
|
||||
<c:HealthHUD/>
|
||||
<c:Model>
|
||||
<Resource>Models/Core/UnitHexagon.mesh</Resource>
|
||||
<Color A="1" B="0.70588237" G="0.70588237" R="0.70588237"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-0.383000016" Y="-0.185000002" Z="0"/>
|
||||
<Scale X="0.150000006" Y="0.150000006" Z="0.150000006"/>
|
||||
<Orientation X="0" Y="0.594000041" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="Crosshair">
|
||||
<Components>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Weapons/Crosshair/SmallThickHoleDot.png</DiffuseTexture>
|
||||
<DepthSort>false</DepthSort>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="0.200000003"/>
|
||||
<Scale X="0.0250000004" Y="0.0250000004" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
<Entity name="Hands">
|
||||
<Components>
|
||||
<c:Animation>
|
||||
<AnimationName1>Idle</AnimationName1>
|
||||
<Time1>1.9569972344146196</Time1>
|
||||
<Speed1>1</Speed1>
|
||||
</c:Animation>
|
||||
<c:Model>
|
||||
<Resource>Models/Characters/Assault/FirstPerson.mesh</Resource>
|
||||
<Transparent>true</Transparent>
|
||||
</c:Model>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="WeaponModel">
|
||||
<Components>
|
||||
<c:BoneAttachment>
|
||||
<BoneName>R_Arm_Weapon_Joint</BoneName>
|
||||
</c:BoneAttachment>
|
||||
<c:Model>
|
||||
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
|
||||
<Transparent>true</Transparent>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0.120748013" Y="-0.228470564" Z="-0.151475638"/>
|
||||
<Orientation X="0.010404693" Y="-0.00268176314" Z="0.0428441502"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="WeaponMuzzle">
|
||||
<Components>
|
||||
<c:Spawner>
|
||||
<EntityFile>Schema/Entities/RayBlue.xml</EntityFile>
|
||||
</c:Spawner>
|
||||
<c:Transform>
|
||||
<Position X="0.00325386273" Y="0.0970000029" Z="-0.843000054"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
<Entity name="FirstPersonReloadSpawner">
|
||||
<Components>
|
||||
<c:Spawner>
|
||||
<EntityFile>Schema/Entities/WeaponReloadEffect.xml</EntityFile>
|
||||
</c:Spawner>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
<Entity name="ThirdPersonCamera">
|
||||
@@ -196,15 +293,52 @@
|
||||
</Entity>
|
||||
<Entity name="PlayerModel">
|
||||
<Components>
|
||||
<c:Animation>
|
||||
<AnimationName1>Idle</AnimationName1>
|
||||
<Time1>1.8055945618467364</Time1>
|
||||
<Speed1>1</Speed1>
|
||||
</c:Animation>
|
||||
<c:AnimationOffset>
|
||||
<AnimationName>AimRifle</AnimationName>
|
||||
<Time>0.5</Time>
|
||||
</c:AnimationOffset>
|
||||
<c:HiddenForLocalPlayer/>
|
||||
<c:Model>
|
||||
<Resource>Models/Characters/Assault/AssaultHeadless.mesh</Resource>
|
||||
<Resource>Models/Characters/Assault/AssaultAnimations.mesh</Resource>
|
||||
<Color A="1" B="0" G="0" R="1"/>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Orientation X="0" Y="3.14159274" Z="0"/>
|
||||
</c:Transform>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
<Children/>
|
||||
<Children>
|
||||
<Entity name="ThirdPersonWeaponModel">
|
||||
<Components>
|
||||
<c:BoneAttachment>
|
||||
<BoneName>R_Arm_Weapon_Joint</BoneName>
|
||||
</c:BoneAttachment>
|
||||
<c:Model>
|
||||
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
|
||||
<Visible>false</Visible>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0.158578917" Y="1.02878916" Z="-0.215411991"/>
|
||||
<Orientation X="-0.0626687407" Y="-0.0361274257" Z="0.120101407"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="ThirdPersonWeaponMuzzle">
|
||||
<Components>
|
||||
<c:Spawner>
|
||||
<EntityFile>Schema/Entities/RayBlue.xml</EntityFile>
|
||||
</c:Spawner>
|
||||
<c:Transform>
|
||||
<Position X="0.00644115033" Y="0.096679531" Z="-0.436609417"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
<Entity name="AABBStanding">
|
||||
<Components>
|
||||
|
||||
+3123
-527
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@@ -23,7 +23,9 @@
|
||||
<Blue/>
|
||||
</Team>
|
||||
</c:Team>
|
||||
<c:Transform/>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0.0288832653" Z="2.64837074"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
|
||||
<Children>
|
||||
@@ -90,24 +92,33 @@
|
||||
</Entity>
|
||||
<Entity name="Crosshair">
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/Weapons/CrosshairQuad.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Weapons/Crosshair/SmallThickHoleDot.png</DiffuseTexture>
|
||||
<DepthSort>false</DepthSort>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="0.200000003"/>
|
||||
<Scale X="0.00600000005" Y="1" Z="0.00600000005"/>
|
||||
<Orientation X="1.57000005" Y="0" Z="0"/>
|
||||
<Scale X="0.0250000004" Y="0.0250000004" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="HitMarkerSpawner">
|
||||
<Components>
|
||||
<c:Spawner>
|
||||
<EntityFile>Schema/Entities/HitMarker.xml</EntityFile>
|
||||
</c:Spawner>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
<Entity name="Hands">
|
||||
<Components>
|
||||
<c:Animation>
|
||||
<AnimationName1>Idle</AnimationName1>
|
||||
<Time1>0.52743271827223559</Time1>
|
||||
<Time1>0.1719161089749548</Time1>
|
||||
<Speed1>1</Speed1>
|
||||
</c:Animation>
|
||||
<c:Model>
|
||||
@@ -124,10 +135,11 @@
|
||||
</c:BoneAttachment>
|
||||
<c:Model>
|
||||
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
|
||||
<Transparent>true</Transparent>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0.120747946" Y="-0.232330009" Z="-0.151475713"/>
|
||||
<Orientation X="0.0104046576" Y="-0.00268170447" Z="0.0428439789"/>
|
||||
<Position X="0.120747983" Y="-0.228997007" Z="-0.151475653"/>
|
||||
<Orientation X="0.0104046585" Y="-0.00268164417" Z="0.0428441912"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
@@ -144,6 +156,15 @@
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
<Entity name="FirstPersonReloadSpawner">
|
||||
<Components>
|
||||
<c:Spawner>
|
||||
<EntityFile>Schema/Entities/WeaponReloadEffect.xml</EntityFile>
|
||||
</c:Spawner>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
</Children>
|
||||
@@ -166,7 +187,7 @@
|
||||
<Components>
|
||||
<c:Animation>
|
||||
<AnimationName1>Idle</AnimationName1>
|
||||
<Time1>0.69666320633760392</Time1>
|
||||
<Time1>1.8038469763698401</Time1>
|
||||
<Speed1>1</Speed1>
|
||||
</c:Animation>
|
||||
<c:AnimationOffset>
|
||||
@@ -188,10 +209,11 @@
|
||||
</c:BoneAttachment>
|
||||
<c:Model>
|
||||
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
|
||||
<Visible>false</Visible>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0.162715688" Y="1.02479136" Z="-0.215626657"/>
|
||||
<Orientation X="-0.0629899353" Y="-0.0542047173" Z="0.11849726"/>
|
||||
<Position X="0.15859656" Y="1.02875519" Z="-0.21540691"/>
|
||||
<Orientation X="-0.0626692101" Y="-0.0361935496" Z="0.120095037"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
|
||||
@@ -0,0 +1,147 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
||||
|
||||
<Components>
|
||||
<c:Collidable/>
|
||||
<c:Model>
|
||||
<Resource>Models/Props/Stones/MediumStone1.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="47.681942" Y="0.14480646" Z="46.8966408"/>
|
||||
<Scale X="2" Y="2" Z="2"/>
|
||||
<Orientation X="5.9380002" Y="0" Z="0.35800001"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
|
||||
<Children>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Collidable/>
|
||||
<c:Model>
|
||||
<Resource>Models/Props/Stones/MediumStone1.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="1.10786498" Y="-0.615343928" Z="-0.37226662"/>
|
||||
<Orientation X="0.443000019" Y="0.685000062" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Collidable/>
|
||||
<c:Model>
|
||||
<Resource>Models/Props/Stones/MediumStone1.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="2.15796614" Y="-1.18461192" Z="-0.382025093"/>
|
||||
<Orientation X="0" Y="2.18400002" Z="5.72200012"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Collidable/>
|
||||
<c:Model>
|
||||
<Resource>Models/Props/Stones/MediumStone1.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="3.53984666" Y="-1.55501318" Z="-0.237787247"/>
|
||||
<Orientation X="0.604000032" Y="0.640000045" Z="6.28300047"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Collidable/>
|
||||
<c:Model>
|
||||
<Resource>Models/Props/Stones/MediumStone1.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-2.86977816" Y="0.0265773162" Z="0.530605257"/>
|
||||
<Orientation X="0" Y="4.71200037" Z="5.89000034"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Collidable/>
|
||||
<c:Model>
|
||||
<Resource>Models/Props/Stones/MediumStone1.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-4.06748295" Y="1.2850678" Z="1.0140655"/>
|
||||
<Orientation X="0" Y="4.94500017" Z="5.66600037"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Collidable/>
|
||||
<c:Model>
|
||||
<Resource>Models/Props/Stones/MediumStone1.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-1.6440227" Y="-0.104511783" Z="0.248545036"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Collidable/>
|
||||
<c:Model>
|
||||
<Resource>Models/Props/Stones/MediumStone1.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="3.22254896" Y="-0.99158901" Z="-1.59910381"/>
|
||||
<Orientation X="0.268000007" Y="5.9920001" Z="6.00300026"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Collidable/>
|
||||
<c:Model>
|
||||
<Resource>Models/Props/Stones/MediumStone1.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-3.07137322" Y="0.124666147" Z="1.97699928"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Collidable/>
|
||||
<c:Model>
|
||||
<Resource>Models/Props/Stones/MediumStone1.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-4.24249363" Y="0.303708076" Z="1.92021227"/>
|
||||
<Orientation X="0" Y="2.95000005" Z="5.79700041"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Collidable/>
|
||||
<c:Model>
|
||||
<Resource>Models/Props/Stones/MediumStone1.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-1.89417958" Y="-0.57703048" Z="0.874724686"/>
|
||||
<Orientation X="0.345000029" Y="0.651000023" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
|
||||
</Entity>
|
||||
@@ -0,0 +1,31 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Entity name="WeaponModel" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
||||
|
||||
<Components>
|
||||
<c:BoneAttachment>
|
||||
<BoneName>R_Arm_Weapon_Joint</BoneName>
|
||||
</c:BoneAttachment>
|
||||
<c:Lifetime>
|
||||
<Lifetime>2</Lifetime>
|
||||
</c:Lifetime>
|
||||
<c:ExplosionEffect>
|
||||
<ColorByDistance>true</ColorByDistance>
|
||||
<Velocity X="3.33300018" Y="0.0320000015" Z="0"/>
|
||||
<ExplosionOrigin X="0" Y="0.0790000036" Z="-0.329000026"/>
|
||||
<ExponentialAccelaration>true</ExponentialAccelaration>
|
||||
<EndColor A="0" B="19.6078434" G="19.6078434" R="1"/>
|
||||
<Randomness>true</Randomness>
|
||||
</c:ExplosionEffect>
|
||||
<c:Model>
|
||||
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
|
||||
<Transparent>true</Transparent>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0.120747991" Y="-0.229502052" Z="-0.151475638"/>
|
||||
<Orientation X="0.0104046296" Y="-0.00268167513" Z="0.0428442545"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
|
||||
<Children/>
|
||||
|
||||
</Entity>
|
||||
@@ -0,0 +1,245 @@
|
||||
#version 430
|
||||
|
||||
uniform mat4 M;
|
||||
uniform mat4 V;
|
||||
uniform mat4 P;
|
||||
uniform vec2 ScreenDimensions;
|
||||
uniform float FillPercentage;
|
||||
uniform vec4 DiffuseColor;
|
||||
uniform vec4 FillColor;
|
||||
uniform vec4 Color;
|
||||
uniform vec4 AmbientColor;
|
||||
|
||||
//Get bineded at the same time as the textures
|
||||
uniform vec2 DiffuseUVRepeat1;
|
||||
uniform vec2 DiffuseUVRepeat2;
|
||||
uniform vec2 DiffuseUVRepeat3;
|
||||
uniform vec2 NormalUVRepeat1;
|
||||
uniform vec2 NormalUVRepeat2;
|
||||
uniform vec2 NormalUVRepeat3;
|
||||
uniform vec2 SpecularUVRepeat1;
|
||||
uniform vec2 SpecularUVRepeat2;
|
||||
uniform vec2 SpecularUVRepeat3;
|
||||
uniform vec2 GlowUVRepeat1;
|
||||
uniform vec2 GlowUVRepeat2;
|
||||
uniform vec2 GlowUVRepeat3;
|
||||
layout (binding = 0) uniform sampler2D SplatMapTexture;
|
||||
layout (binding = 1) uniform sampler2D DiffuseTexture1;
|
||||
layout (binding = 2) uniform sampler2D DiffuseTexture2;
|
||||
layout (binding = 3) uniform sampler2D DiffuseTexture3;
|
||||
layout (binding = 4) uniform sampler2D NormalMapTexture1;
|
||||
layout (binding = 5) uniform sampler2D NormalMapTexture2;
|
||||
layout (binding = 6) uniform sampler2D NormalMapTexture3;
|
||||
layout (binding = 7) uniform sampler2D SpecularMapTexture1;
|
||||
layout (binding = 8) uniform sampler2D SpecularMapTexture2;
|
||||
layout (binding = 9) uniform sampler2D SpecularMapTexture3;
|
||||
layout (binding = 10) uniform sampler2D GlowMapTexture1;
|
||||
layout (binding = 11) uniform sampler2D GlowMapTexture2;
|
||||
layout (binding = 12) uniform sampler2D GlowMapTexture3;
|
||||
|
||||
#define TILE_SIZE 16
|
||||
|
||||
struct LightSource {
|
||||
vec4 Position;
|
||||
vec4 Direction;
|
||||
vec4 Color;
|
||||
float Radius;
|
||||
float Intensity;
|
||||
float Falloff;
|
||||
int Type;
|
||||
};
|
||||
|
||||
layout (std430, binding = 1) buffer LightBuffer
|
||||
{
|
||||
LightSource List[];
|
||||
} LightSources;
|
||||
|
||||
struct LightGrid {
|
||||
float Start;
|
||||
float Amount;
|
||||
vec2 Padding;
|
||||
};
|
||||
|
||||
layout (std430, binding = 2) buffer LightGridBuffer
|
||||
{
|
||||
LightGrid Data[];
|
||||
} LightGrids;
|
||||
|
||||
layout (std430, binding = 4) buffer LightIndexBuffer
|
||||
{
|
||||
float LightIndex[];
|
||||
};
|
||||
|
||||
|
||||
in VertexData{
|
||||
vec3 Position;
|
||||
vec3 Normal;
|
||||
vec3 Tangent;
|
||||
vec3 BiTangent;
|
||||
vec2 TextureCoordinate;
|
||||
vec4 ExplosionColor;
|
||||
float ExplosionPercentageElapsed;
|
||||
}Input;
|
||||
|
||||
out vec4 sceneColor;
|
||||
out vec4 bloomColor;
|
||||
|
||||
struct LightResult {
|
||||
vec4 Diffuse;
|
||||
vec4 Specular;
|
||||
};
|
||||
|
||||
float CalcAttenuation(float radius, float dist, float falloff) {
|
||||
return 1.0 - smoothstep(radius * 0.3, radius, dist);
|
||||
}
|
||||
|
||||
vec4 CalcSpecular(vec4 lightColor, vec4 viewVec, vec4 lightVec, vec4 normal) {
|
||||
vec4 R = normalize( reflect(-lightVec, normal));
|
||||
float RdotV = max( dot(R, viewVec), 0.0);
|
||||
return lightColor * pow(RdotV, 90.0);
|
||||
}
|
||||
|
||||
vec4 CalcDiffuse(vec4 lightColor, vec4 lightVec, vec4 normal) {
|
||||
float power = max( dot(normal, lightVec), 0.0);
|
||||
return lightColor * power;
|
||||
}
|
||||
|
||||
LightResult CalcPointLightSource(vec4 lightPos, float lightRadius, vec4 lightColor, float intensity, vec4 viewVec, vec4 position, vec4 normal, float falloff)
|
||||
{
|
||||
vec4 L = lightPos - position;
|
||||
float dist = length(L);
|
||||
L = normalize(L);
|
||||
|
||||
float attenuation = CalcAttenuation(lightRadius, dist, falloff);
|
||||
|
||||
LightResult result;
|
||||
result.Diffuse = CalcDiffuse(lightColor, L, normal) * attenuation * intensity;
|
||||
result.Specular = CalcSpecular(lightColor, viewVec, L, normal) * attenuation * intensity;
|
||||
return result;
|
||||
}
|
||||
|
||||
LightResult CalcDirectionalLightSource(vec4 direction, vec4 color, float intensity, vec4 viewVec, vec4 vertNormal)
|
||||
{
|
||||
vec4 L = normalize( -vec4(direction.xyz, 0) );
|
||||
|
||||
LightResult result;
|
||||
result.Diffuse = CalcDiffuse(color, L, vertNormal) * intensity;
|
||||
result.Specular = CalcSpecular(color, viewVec, L, vertNormal) * intensity;
|
||||
return result;
|
||||
}
|
||||
|
||||
vec4 CalcNormalMappedValue(vec3 normal, vec3 tangent, vec3 bitangent, vec2 textureCoordinate, sampler2D normalMap)
|
||||
{
|
||||
mat3 TBN = mat3(tangent, bitangent, normal);
|
||||
vec3 NormalMap = texture(normalMap, textureCoordinate).xyz * 2.0 - vec3(1.0);
|
||||
return vec4(TBN * normalize(NormalMap), 0.0);
|
||||
}
|
||||
|
||||
vec4 CalcBlendedTexel(vec4 blendValue, sampler2D R, sampler2D G, sampler2D B,
|
||||
vec2 R_TileValues, vec2 G_TileValues, vec2 B_TileValues){
|
||||
vec4 R_Channel = texture2D(R, Input.TextureCoordinate * R_TileValues);
|
||||
vec4 G_Channel = texture2D(G, Input.TextureCoordinate * G_TileValues);
|
||||
vec4 B_Channel = texture2D(B, Input.TextureCoordinate * B_TileValues);
|
||||
|
||||
float total = blendValue.r + blendValue.g + blendValue.b;
|
||||
float totalDiv = 1.0f / total;
|
||||
blendValue.r = blendValue.r * totalDiv;
|
||||
blendValue.g = blendValue.g * totalDiv;
|
||||
blendValue.b = blendValue.b * totalDiv;
|
||||
|
||||
return blendValue.r * R_Channel
|
||||
+ blendValue.g * G_Channel
|
||||
+ blendValue.b * B_Channel;
|
||||
}
|
||||
|
||||
vec4 CalcBlendedNormal(vec4 blendValue, sampler2D R, sampler2D G, sampler2D B,
|
||||
vec2 R_TileValues, vec2 G_TileValues, vec2 B_TileValues){
|
||||
mat3 TBN = mat3(Input.Tangent, Input.BiTangent, Input.Normal);
|
||||
vec3 R_Channel = texture(R, Input.TextureCoordinate * R_TileValues).xyz * 2.0 - vec3(1.0);
|
||||
vec3 G_Channel = texture(G, Input.TextureCoordinate * G_TileValues).xyz * 2.0 - vec3(1.0);
|
||||
vec3 B_Channel = texture(B, Input.TextureCoordinate * B_TileValues).xyz * 2.0 - vec3(1.0);
|
||||
|
||||
float total = blendValue.r + blendValue.g + blendValue.b + blendValue.a;
|
||||
float totalDiv = 1 / total;
|
||||
blendValue.r = blendValue.r * totalDiv;
|
||||
blendValue.g = blendValue.g * totalDiv;
|
||||
blendValue.b = blendValue.b * totalDiv;
|
||||
|
||||
vec3 Normal_result = blendValue.r * R_Channel
|
||||
+ blendValue.g * G_Channel
|
||||
+ blendValue.b * B_Channel;
|
||||
|
||||
return vec4(TBN * normalize(Normal_result), 0.0);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 splatTexel = texture2D(SplatMapTexture, Input.TextureCoordinate);
|
||||
|
||||
vec4 diffuseTexel = CalcBlendedTexel(splatTexel, DiffuseTexture1, DiffuseTexture2, DiffuseTexture3,
|
||||
DiffuseUVRepeat1, DiffuseUVRepeat2, DiffuseUVRepeat3);
|
||||
vec4 glowTexel = CalcBlendedTexel(splatTexel, GlowMapTexture1, GlowMapTexture2, GlowMapTexture3,
|
||||
GlowUVRepeat1, GlowUVRepeat2, GlowUVRepeat3);
|
||||
vec4 specularTexel = CalcBlendedTexel(splatTexel, SpecularMapTexture1, SpecularMapTexture2, SpecularMapTexture3,
|
||||
SpecularUVRepeat1, SpecularUVRepeat2, SpecularUVRepeat3);
|
||||
vec4 position = V * M * vec4(Input.Position, 1.0);
|
||||
//vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate, SplatMapTexture);
|
||||
vec4 normal = V * CalcBlendedNormal(splatTexel, NormalMapTexture1, NormalMapTexture2, NormalMapTexture3,
|
||||
NormalUVRepeat1, NormalUVRepeat2, NormalUVRepeat3);
|
||||
normal = normalize(normal);
|
||||
//vec4 normal = normalize(V * vec4(Input.Normal, 0.0));
|
||||
vec4 viewVec = normalize(-position);
|
||||
|
||||
vec2 tilePos;
|
||||
tilePos.x = int(gl_FragCoord.x/TILE_SIZE);
|
||||
tilePos.y = int(gl_FragCoord.y/TILE_SIZE);
|
||||
|
||||
LightResult totalLighting;
|
||||
totalLighting.Diffuse = vec4(AmbientColor.rgb, 1.0);
|
||||
int currentTile = int(floor(gl_FragCoord.x/TILE_SIZE) + (floor(gl_FragCoord.y/TILE_SIZE) * int(ScreenDimensions.x/TILE_SIZE)));
|
||||
|
||||
int start = int(LightGrids.Data[currentTile].Start);
|
||||
int amount = int(LightGrids.Data[currentTile].Amount);
|
||||
|
||||
for(int i = start; i < start + amount; i++) {
|
||||
|
||||
int l = int(LightIndex[i]);
|
||||
LightSource light = LightSources.List[l];
|
||||
|
||||
LightResult light_result;
|
||||
//These if statements should be removed.
|
||||
if(light.Type == 1) { // point
|
||||
light_result = CalcPointLightSource(V * light.Position, light.Radius, light.Color, light.Intensity, viewVec, position, normal, light.Falloff);
|
||||
} else if (light.Type == 2) { //Directional
|
||||
light_result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal);
|
||||
}
|
||||
totalLighting.Diffuse += light_result.Diffuse;
|
||||
totalLighting.Specular += light_result.Specular;
|
||||
}
|
||||
|
||||
vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed);
|
||||
color_result = color_result * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel));
|
||||
//vec4 color_result = (DiffuseColor + Input.ExplosionColor) * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel)) * diffuseTexel * Color;
|
||||
|
||||
|
||||
float pos = ((P * vec4(Input.Position, 1)).y + 1.0)/2.0;
|
||||
|
||||
if(pos <= FillPercentage) {
|
||||
color_result += FillColor;
|
||||
}
|
||||
sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
|
||||
color_result += glowTexel*3;
|
||||
|
||||
bloomColor = vec4(clamp(color_result.xyz - 1.0, 0, 100), 1.0);
|
||||
|
||||
//Tiled Debug Code
|
||||
/*
|
||||
if(int(gl_FragCoord.x)%16 == 0 || int(gl_FragCoord.y)%16 == 0 ) {
|
||||
sceneColor += vec4(0.5, 0, 0, 0);
|
||||
} else {
|
||||
sceneColor += vec4(LightGrids.Data[int(tilePos.x + tilePos.y*80)].Amount/LightSources.List.length(), 0, 0, 1);
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
|
||||
@@ -34,7 +34,8 @@ void main()
|
||||
}
|
||||
sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
|
||||
|
||||
bloomColor = vec4(clamp((glowTexel.xyz*3) - 1.0, 0, 100), 1.0);
|
||||
//bloomColor = vec4(clamp((glowTexel.xyz*3) - 1.0, 0, 100), 1.0);
|
||||
bloomColor = vec4(1.0, 1.0, 1.0, 0.0);
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -642,7 +642,7 @@ boost::optional<EntityAABB> AbsoluteAABBExplosionEffect(EntityWrapper& entity)
|
||||
return aabb;
|
||||
}
|
||||
|
||||
boost::optional<EntityAABB> EntityFirstHitByRay(const Ray& ray, std::vector<EntityAABB> entitiesPotentiallyHitSorted, float outDistance, glm::vec3& outIntersectPos)
|
||||
boost::optional<EntityAABB> EntityFirstHitByRay(const Ray& ray, std::vector<EntityAABB> entitiesPotentiallyHitSorted, float& outDistance, glm::vec3& outIntersectPos)
|
||||
{
|
||||
for (EntityAABB& entityBox : entitiesPotentiallyHitSorted) {
|
||||
if (!entityBox.Entity.HasComponent("Model")) {
|
||||
@@ -667,7 +667,7 @@ boost::optional<EntityAABB> EntityFirstHitByRay(const Ray& ray, std::vector<Enti
|
||||
return boost::none;
|
||||
}
|
||||
|
||||
boost::optional<EntityAABB> EntityFirstHitByRay(const Ray& ray, Octree<EntityAABB>* octree, float outDistance, glm::vec3& outIntersectPos)
|
||||
boost::optional<EntityAABB> EntityFirstHitByRay(const Ray& ray, Octree<EntityAABB>* octree, float& outDistance, glm::vec3& outIntersectPos)
|
||||
{
|
||||
std::vector<EntityAABB> outObjects;
|
||||
octree->ObjectsPossiblyHitByRay(ray, outObjects);
|
||||
|
||||
@@ -65,7 +65,6 @@ void EntityFilePreprocessor::parseComponentInfo()
|
||||
|
||||
// Name
|
||||
compInfo.Name = XS::ToString(element->getName());
|
||||
bool brk = compInfo.Name == "HiddenForLocalPlayer";
|
||||
// Known allocation
|
||||
compInfo.Meta->Allocation = m_ComponentCounts[compInfo.Name];
|
||||
// Annotation
|
||||
|
||||
@@ -407,8 +407,9 @@ bool Client::OnInputCommand(const Events::InputCommand & e)
|
||||
bool Client::OnPlayerDamage(const Events::PlayerDamage & e)
|
||||
{
|
||||
Packet packet(MessageType::OnPlayerDamage, m_SendPacketID);
|
||||
packet.WritePrimitive(m_ClientIDToServerID.at(e.Inflictor.ID));
|
||||
packet.WritePrimitive(m_ClientIDToServerID.at(e.Victim.ID));
|
||||
packet.WritePrimitive(e.Damage);
|
||||
packet.WritePrimitive(m_ClientIDToServerID.at(e.Player.ID));
|
||||
m_Reliable.Send(packet);
|
||||
return false;
|
||||
}
|
||||
|
||||
@@ -335,8 +335,9 @@ void Server::disconnect(PlayerID playerID)
|
||||
void Server::parseOnPlayerDamage(Packet & packet)
|
||||
{
|
||||
Events::PlayerDamage e;
|
||||
e.Inflictor = EntityWrapper(m_World, packet.ReadPrimitive<EntityID>());
|
||||
e.Victim = EntityWrapper(m_World, packet.ReadPrimitive<EntityID>());
|
||||
e.Damage = packet.ReadPrimitive<double>();
|
||||
e.Player = EntityWrapper(m_World, packet.ReadPrimitive<EntityID>());
|
||||
m_EventBroker->Publish(e);
|
||||
//LOG_DEBUG("Server::parseOnPlayerDamage: Command is %s. Value is %f. PlayerID is %i.", e.DamageAmount, e.PlayerDamagedID, e.TypeOfDamage.c_str());
|
||||
}
|
||||
|
||||
@@ -34,19 +34,32 @@ void AnimationSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& a
|
||||
if (!(bool)animationComponent["Loop" + std::to_string(i)]) {
|
||||
if (nextTime > animation->Duration) {
|
||||
nextTime = animation->Duration;
|
||||
Events::AnimationComplete e;
|
||||
e.Entity = entity;
|
||||
e.Name = (std::string)animationComponent["AnimationName" + std::to_string(i)];
|
||||
m_EventBroker->Publish(e);
|
||||
} else if (nextTime < 0) {
|
||||
Events::AnimationComplete e;
|
||||
e.Entity = entity;
|
||||
e.Name = (std::string)animationComponent["AnimationName" + std::to_string(i)];
|
||||
m_EventBroker->Publish(e);
|
||||
nextTime = 0;
|
||||
}
|
||||
|
||||
(double&)animationComponent["Speed" + std::to_string(i)] = 0.0;
|
||||
Events::AnimationComplete e;
|
||||
e.Entity = entity;
|
||||
e.Name = (std::string)animationComponent["AnimationName" + std::to_string(i)];
|
||||
m_EventBroker->Publish(e);
|
||||
|
||||
} else {
|
||||
if (nextTime > animation->Duration) {
|
||||
Events::AnimationComplete e;
|
||||
e.Entity = entity;
|
||||
e.Name = (std::string)animationComponent["AnimationName" + std::to_string(i)];
|
||||
m_EventBroker->Publish(e);
|
||||
nextTime -= animation->Duration;
|
||||
} else if (nextTime < 0) {
|
||||
Events::AnimationComplete e;
|
||||
e.Entity = entity;
|
||||
e.Name = (std::string)animationComponent["AnimationName" + std::to_string(i)];
|
||||
m_EventBroker->Publish(e);
|
||||
nextTime += animation->Duration;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -90,7 +90,7 @@ void DrawFinalPass::InitializeShaderPrograms()
|
||||
GLERROR("Creating sprite program");
|
||||
m_ForwardPlusSplatMapProgram = ResourceManager::Load<ShaderProgram>("#ForwardPlusSplatMapProgram");
|
||||
m_ForwardPlusSplatMapProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlus.vert.glsl")));
|
||||
m_ForwardPlusSplatMapProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlusSplatMap.frag.glsl")));
|
||||
m_ForwardPlusSplatMapProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlusSplatMapRGB.frag.glsl")));
|
||||
m_ForwardPlusSplatMapProgram->Compile();
|
||||
m_ForwardPlusSplatMapProgram->BindFragDataLocation(0, "sceneColor");
|
||||
m_ForwardPlusSplatMapProgram->BindFragDataLocation(1, "bloomColor");
|
||||
@@ -100,7 +100,7 @@ void DrawFinalPass::InitializeShaderPrograms()
|
||||
m_ExplosionEffectSplatMapProgram = ResourceManager::Load<ShaderProgram>("#ExplosionEffectSplatMapProgram");
|
||||
m_ExplosionEffectSplatMapProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlus.vert.glsl")));
|
||||
m_ExplosionEffectSplatMapProgram->AddShader(std::shared_ptr<Shader>(new GeometryShader("Shaders/ExplosionEffect.geom.glsl")));
|
||||
m_ExplosionEffectSplatMapProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlusSplatMap.frag.glsl")));
|
||||
m_ExplosionEffectSplatMapProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlusSplatMapRGB.frag.glsl")));
|
||||
m_ExplosionEffectSplatMapProgram->Compile();
|
||||
m_ExplosionEffectSplatMapProgram->BindFragDataLocation(0, "sceneColor");
|
||||
m_ExplosionEffectSplatMapProgram->BindFragDataLocation(1, "bloomColor");
|
||||
@@ -128,7 +128,7 @@ void DrawFinalPass::InitializeShaderPrograms()
|
||||
|
||||
m_ExplosionEffectSplatMapSkinnedProgram = ResourceManager::Load<ShaderProgram>("#ExplosionEffectSplatMapSkinnedProgram");
|
||||
m_ExplosionEffectSplatMapSkinnedProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlusSkinned.vert.glsl")));
|
||||
m_ExplosionEffectSplatMapSkinnedProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlusSplatMap.frag.glsl")));
|
||||
m_ExplosionEffectSplatMapSkinnedProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlusSplatMapRGB.frag.glsl")));
|
||||
m_ExplosionEffectSplatMapSkinnedProgram->Compile();
|
||||
m_ExplosionEffectSplatMapSkinnedProgram->BindFragDataLocation(0, "sceneColor");
|
||||
m_ExplosionEffectSplatMapSkinnedProgram->BindFragDataLocation(1, "bloomColor");
|
||||
@@ -137,7 +137,7 @@ void DrawFinalPass::InitializeShaderPrograms()
|
||||
|
||||
m_ForwardPlusSplatMapSkinnedProgram = ResourceManager::Load<ShaderProgram>("#ForwardPlusSplatMapSkinnedProgram");
|
||||
m_ForwardPlusSplatMapSkinnedProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlusSkinned.vert.glsl")));
|
||||
m_ForwardPlusSplatMapSkinnedProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlusSplatMap.frag.glsl")));
|
||||
m_ForwardPlusSplatMapSkinnedProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlusSplatMapRGB.frag.glsl")));
|
||||
m_ForwardPlusSplatMapSkinnedProgram->Compile();
|
||||
m_ForwardPlusSplatMapSkinnedProgram->BindFragDataLocation(0, "sceneColor");
|
||||
m_ForwardPlusSplatMapSkinnedProgram->BindFragDataLocation(1, "bloomColor");
|
||||
@@ -950,7 +950,7 @@ void DrawFinalPass::BindModelTextures(GLuint shaderHandle, std::shared_ptr<Model
|
||||
|
||||
//Bind 5 diffuse textures
|
||||
std::string UniformName = "DiffuseUVRepeat";
|
||||
for (unsigned int i = 0; i < 5; i++) {
|
||||
for (unsigned int i = 0; i < 3; i++) {
|
||||
glActiveTexture(texturePosition);
|
||||
if (job->DiffuseTexture.size() > i && job->DiffuseTexture[i]->Texture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->DiffuseTexture[i]->Texture->m_Texture);
|
||||
@@ -964,7 +964,7 @@ void DrawFinalPass::BindModelTextures(GLuint shaderHandle, std::shared_ptr<Model
|
||||
|
||||
//Bind 5 Normal textures
|
||||
UniformName = "NormalUVRepeat";
|
||||
for (unsigned int i = 0; i < 5; i++) {
|
||||
for (unsigned int i = 0; i < 3; i++) {
|
||||
glActiveTexture(texturePosition);
|
||||
if (job->NormalTexture.size() > i && job->NormalTexture[i]->Texture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->NormalTexture[i]->Texture->m_Texture);
|
||||
@@ -978,7 +978,7 @@ void DrawFinalPass::BindModelTextures(GLuint shaderHandle, std::shared_ptr<Model
|
||||
|
||||
//Bind 5 Specular textures
|
||||
UniformName = "SpecularUVRepeat";
|
||||
for (unsigned int i = 0; i < 5; i++) {
|
||||
for (unsigned int i = 0; i < 3; i++) {
|
||||
glActiveTexture(texturePosition);
|
||||
if (job->SpecularTexture.size() > i && job->SpecularTexture[i]->Texture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->SpecularTexture[i]->Texture->m_Texture);
|
||||
@@ -992,7 +992,7 @@ void DrawFinalPass::BindModelTextures(GLuint shaderHandle, std::shared_ptr<Model
|
||||
|
||||
//Bind 5 Incandescence textures
|
||||
UniformName = "GlowUVRepeat";
|
||||
for (unsigned int i = 0; i < 5; i++) {
|
||||
for (unsigned int i = 0; i < 3; i++) {
|
||||
glActiveTexture(texturePosition);
|
||||
if (job->IncandescenceTexture.size() > i && job->IncandescenceTexture[i]->Texture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->IncandescenceTexture[i]->Texture->m_Texture);
|
||||
|
||||
@@ -123,7 +123,7 @@ void PickingPass::Draw(RenderScene& scene)
|
||||
}
|
||||
}
|
||||
|
||||
for (auto &job : scene.Jobs.TransparentObjects) {
|
||||
/* for (auto &job : scene.Jobs.TransparentObjects) {
|
||||
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
|
||||
|
||||
int pickColor[2] = { m_ColorCounter[0], m_ColorCounter[1] };
|
||||
@@ -176,7 +176,7 @@ void PickingPass::Draw(RenderScene& scene)
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
|
||||
glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex * sizeof(unsigned int)));
|
||||
}
|
||||
}
|
||||
}*/
|
||||
|
||||
for (auto &job : scene.Jobs.OpaqueShieldedObjects) {
|
||||
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
|
||||
@@ -234,7 +234,7 @@ void PickingPass::Draw(RenderScene& scene)
|
||||
}
|
||||
}
|
||||
|
||||
for (auto &job : scene.Jobs.TransparentShieldedObjects) {
|
||||
/* for (auto &job : scene.Jobs.TransparentShieldedObjects) {
|
||||
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
|
||||
|
||||
if (modelJob) {
|
||||
@@ -298,7 +298,7 @@ void PickingPass::Draw(RenderScene& scene)
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
|
||||
glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex * sizeof(unsigned int)));
|
||||
}
|
||||
}
|
||||
}*/
|
||||
|
||||
m_PickingBuffer.Unbind();
|
||||
GLERROR("PickingPass Error");
|
||||
|
||||
@@ -277,8 +277,8 @@ void RawModelCustom::ReadMaterialTextureProperties(RawModelCustom::TextureProper
|
||||
throw Resource::FailedLoadingException("Reading Material texture UVTiling failed");
|
||||
}
|
||||
memcpy(&texture.UVRepeat[0], fileData + offset, sizeof(glm::vec2));
|
||||
offset += sizeof(glm::vec2);
|
||||
}
|
||||
offset += sizeof(glm::vec2);
|
||||
}
|
||||
|
||||
void RawModelCustom::ReadAnimationFile(std::string filePath)
|
||||
|
||||
@@ -47,16 +47,8 @@ void RenderSystem::fillSprites(std::list<std::shared_ptr<RenderJob>>& jobs, Worl
|
||||
continue;
|
||||
}
|
||||
|
||||
|
||||
EntityWrapper entity(world, cSprite.EntityID);
|
||||
|
||||
// Only render children of a camera if that camera is currently active
|
||||
if (isChildOfACamera(entity) && !isChildOfCurrentCamera(entity)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// Hide things parented to local player if they have the HiddenFromLocalPlayer component
|
||||
if (entity.HasComponent("HiddenForLocalPlayer") && (entity == m_LocalPlayer || entity.IsChildOf(m_LocalPlayer))) {
|
||||
if (!isEntityVisible(entity)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
@@ -85,6 +77,23 @@ void RenderSystem::fillSprites(std::list<std::shared_ptr<RenderJob>>& jobs, Worl
|
||||
}
|
||||
}
|
||||
|
||||
bool RenderSystem::isEntityVisible(EntityWrapper& entity)
|
||||
{
|
||||
|
||||
// Only render children of a camera if that camera is currently active
|
||||
if (isChildOfACamera(entity) && !isChildOfCurrentCamera(entity)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Hide things parented to local player if they have the HiddenFromLocalPlayer component
|
||||
bool outOfBodyExperience = ResourceManager::Load<ConfigFile>("Config.ini")->Get<bool>("Debug.OutOfBodyExperience", false);
|
||||
if (entity.HasComponent("HiddenForLocalPlayer") && (entity == m_LocalPlayer || entity.IsChildOf(m_LocalPlayer)) && !outOfBodyExperience) {
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool RenderSystem::isChildOfACamera(EntityWrapper entity)
|
||||
{
|
||||
return entity.FirstParentWithComponent("Camera").Valid();
|
||||
@@ -112,13 +121,7 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
|
||||
continue;
|
||||
}
|
||||
|
||||
// Only render children of a camera if that camera is currently active
|
||||
if (isChildOfACamera(entity) && !isChildOfCurrentCamera(entity)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// Hide things parented to local player if they have the HiddenFromLocalPlayer component
|
||||
if ((entity.HasComponent("HiddenForLocalPlayer") || entity.FirstParentWithComponent("HiddenForLocalPlayer").Valid()) && (entity == m_LocalPlayer || entity.IsChildOf(m_LocalPlayer))) {
|
||||
if (!isEntityVisible(entity)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
@@ -299,6 +302,11 @@ void RenderSystem::fillText(std::list<std::shared_ptr<RenderJob>>& jobs, World*
|
||||
continue;
|
||||
}
|
||||
|
||||
EntityWrapper entity(world, textComponent.EntityID);
|
||||
if (!isEntityVisible(entity)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
Font* font;
|
||||
try {
|
||||
font = ResourceManager::Load<Font>(resource);
|
||||
|
||||
@@ -16,6 +16,12 @@ file(GLOB SOURCE_FILES_Systems
|
||||
)
|
||||
source_group(Systems FILES ${SOURCE_FILES_Systems})
|
||||
|
||||
file(GLOB SOURCE_FILES_Systems_Weapon
|
||||
"${INCLUDE_PATH}/Systems/Weapon/*.h"
|
||||
"Systems/Weapon/*.cpp"
|
||||
)
|
||||
source_group(Systems\\Weapon FILES ${SOURCE_FILES_Systems_Weapon})
|
||||
|
||||
file(GLOB SOURCE_FILES_Events
|
||||
"${INCLUDE_PATH}/Events/*.h"
|
||||
"Events/*.cpp"
|
||||
@@ -31,6 +37,7 @@ set(SOURCE_FILES
|
||||
${SOURCE_FILES}
|
||||
"Game.cpp"
|
||||
${SOURCE_FILES_Systems}
|
||||
${SOURCE_FILES_Systems_Weapon}
|
||||
${SOURCE_FILES_Events}
|
||||
${SOURCE_FILES_Network}
|
||||
)
|
||||
|
||||
+5
-2
@@ -14,8 +14,9 @@
|
||||
#include "Game/Systems/CapturePointSystem.h"
|
||||
#include "Game/Systems/CapturePointHUDSystem.h"
|
||||
#include "Game/Systems/PickupSpawnSystem.h"
|
||||
#include "Game/Systems/AmmoPickupSystem.h"
|
||||
#include "Game/Systems/DamageIndicatorSystem.h"
|
||||
#include "Game/Systems/WeaponSystem.h"
|
||||
#include "Game/Systems/Weapon/WeaponSystem.h"
|
||||
#include "Rendering/AnimationSystem.h"
|
||||
#include "Game/Systems/PlayerHUDSystem.h"
|
||||
#include "Rendering/BoneAttachmentSystem.h"
|
||||
@@ -42,6 +43,7 @@ Game::Game(int argc, char* argv[])
|
||||
ResourceManager::UseThreading = m_Config->Get<bool>("Multithreading.ResourceLoading", true);
|
||||
DisableMemoryPool::Value = m_Config->Get<bool>("Debug.DisableMemoryPool", false);
|
||||
LOG_LEVEL = static_cast<_LOG_LEVEL>(m_Config->Get<int>("Debug.LogLevel", 1));
|
||||
PlayerSpawnSystem::SetRespawnTime(m_Config->Get<float>("Debug.RespawnTime", 15.0f));
|
||||
|
||||
// Create the core event broker
|
||||
m_EventBroker = new EventBroker();
|
||||
@@ -118,12 +120,12 @@ Game::Game(int argc, char* argv[])
|
||||
m_SystemPipeline->AddSystem<PlayerMovementSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<SpawnerSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<PlayerSpawnSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<PlayerDeathSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<WeaponSystem>(updateOrderLevel, m_Renderer, m_OctreeCollision);
|
||||
m_SystemPipeline->AddSystem<LifetimeSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<CapturePointSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<CapturePointHUDSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<PickupSpawnSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<AmmoPickupSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<DamageIndicatorSystem>(updateOrderLevel);
|
||||
// Populate Octree with collidables
|
||||
++updateOrderLevel;
|
||||
@@ -132,6 +134,7 @@ Game::Game(int argc, char* argv[])
|
||||
m_SystemPipeline->AddSystem<FillFrustumOctreeSystem>(updateOrderLevel, m_OctreeFrustrumCulling);
|
||||
m_SystemPipeline->AddSystem<AnimationSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<UniformScaleSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<PlayerDeathSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<PlayerHUDSystem>(updateOrderLevel);
|
||||
// Collision and TriggerSystem should update after player.
|
||||
++updateOrderLevel;
|
||||
|
||||
@@ -0,0 +1,78 @@
|
||||
#include "Systems/AmmoPickupSystem.h"
|
||||
|
||||
AmmoPickupSystem::AmmoPickupSystem(SystemParams params)
|
||||
: System(params)
|
||||
{
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &AmmoPickupSystem::OnTriggerTouch);
|
||||
}
|
||||
|
||||
void AmmoPickupSystem::Update(double dt)
|
||||
{
|
||||
for (auto it = m_ETriggerTouchVector.begin(); it != m_ETriggerTouchVector.end(); ++it)
|
||||
{
|
||||
auto& ammoPickupPosition = *it;
|
||||
//set the double timer value (value 3)
|
||||
ammoPickupPosition.DecreaseThisRespawnTimer -= dt;
|
||||
if (ammoPickupPosition.DecreaseThisRespawnTimer < 0.0) {
|
||||
//spawn and delete the vector item
|
||||
auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/AmmoPickup.xml");
|
||||
EntityFileParser parser(entityFile);
|
||||
EntityID ammoPickupID = parser.MergeEntities(m_World);
|
||||
|
||||
//let the world know a pickup has spawned (graphics effects, etc)
|
||||
Events::PickupSpawned ePickupSpawned;
|
||||
ePickupSpawned.Pickup = EntityWrapper(m_World, ammoPickupID);
|
||||
m_EventBroker->Publish(ePickupSpawned);
|
||||
|
||||
//set values from the old entity to the new entity
|
||||
auto& newAmmoPickupEntity = EntityWrapper(m_World, ammoPickupID);
|
||||
newAmmoPickupEntity["Transform"]["Position"] = ammoPickupPosition.Pos;
|
||||
newAmmoPickupEntity["AmmoPickup"]["AmmoGain"] = ammoPickupPosition.AmmoGain;
|
||||
newAmmoPickupEntity["AmmoPickup"]["RespawnTimer"] = ammoPickupPosition.RespawnTimer;
|
||||
|
||||
//erase the current element (AmmoPickupPosition)
|
||||
m_ETriggerTouchVector.erase(it);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
bool AmmoPickupSystem::OnTriggerTouch(Events::TriggerTouch& e)
|
||||
{
|
||||
if (e.Entity != LocalPlayer) {
|
||||
return false;
|
||||
}
|
||||
//TODO: add other weapontypes
|
||||
if (!e.Entity.HasComponent("AssaultWeapon")) {
|
||||
return false;
|
||||
}
|
||||
if (!e.Trigger.HasComponent("AmmoPickup")) {
|
||||
return false;
|
||||
}
|
||||
int maxWeaponAmmo = (int)e.Entity["AssaultWeapon"]["MaxAmmo"];
|
||||
int& currentAmmo = (int)e.Entity["AssaultWeapon"]["Ammo"];
|
||||
|
||||
int ammoGiven = 0.01*(double)e.Trigger["AmmoPickup"]["AmmoGain"] * maxWeaponAmmo;
|
||||
//cant pick up ammopacks if you are already at MaxAmmo
|
||||
if (currentAmmo >= maxWeaponAmmo) {
|
||||
return false;
|
||||
}
|
||||
|
||||
//personEntered = e.Entity, thingEntered = e.Trigger
|
||||
Events::AmmoPickup ePlayerAmmoPickup;
|
||||
ePlayerAmmoPickup.AmmoGain = ammoGiven;
|
||||
ePlayerAmmoPickup.Player = e.Entity;
|
||||
m_EventBroker->Publish(ePlayerAmmoPickup);
|
||||
//immediately give the player the ammo
|
||||
currentAmmo = std::min(currentAmmo + ammoGiven, maxWeaponAmmo);
|
||||
|
||||
//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)
|
||||
//we need to copy all values since each value can be different for each ammoPickup
|
||||
m_ETriggerTouchVector.push_back({ (glm::vec3)e.Trigger["Transform"]["Position"] ,e.Trigger["AmmoPickup"]["AmmoGain"],
|
||||
e.Trigger["AmmoPickup"]["RespawnTimer"],e.Trigger["AmmoPickup"]["RespawnTimer"] });
|
||||
|
||||
//delete the ammopickup
|
||||
m_World->DeleteEntity(e.Trigger.ID);
|
||||
return true;
|
||||
}
|
||||
@@ -39,14 +39,14 @@ void CapturePointHUDSystem::Update(double dt)
|
||||
}
|
||||
//Color hud with team color
|
||||
auto capturePointTeam = (int)teamComponent["Team"];
|
||||
entityHUDparent["Sprite"]["Color"] = capturePointTeam == blueTeam ? glm::vec4(0, 0.2f, 1, 0.7) : capturePointTeam == redTeam ? glm::vec4(1, 0.2f, 0, 0.7) : glm::vec4(1, 1, 1, 0.3);
|
||||
entityHUDparent["Sprite"]["Color"] = capturePointTeam == blueTeam ? glm::vec4(0, 0.2f, 1, 0.7f) : capturePointTeam == redTeam ? glm::vec4(1, 0.0f, 0, 0.7f) : glm::vec4(1, 1, 1, 0.3f);
|
||||
|
||||
//Progress is scaled with time
|
||||
double currentCaptureTime = (double)entityCP["CapturePoint"]["CaptureTimer"];
|
||||
double progress = glm::abs(currentCaptureTime)/15.0;
|
||||
int currentCapturingTeam = currentCaptureTime > 0 ? redTeam : currentCaptureTime < 0 ? blueTeam : spectatorTeam;
|
||||
((glm::vec3&)entityHUD["Transform"]["Orientation"]).z = currentCapturingTeam == redTeam ? glm::half_pi<float>()+glm::pi<float>() : glm::half_pi<float>();
|
||||
glm::vec4 fillColor = currentCapturingTeam == redTeam ? glm::vec4(1, 0.2f, 0, 0.7) : glm::vec4(0, 0.2f, 1, 0.7);
|
||||
glm::vec4 fillColor = currentCapturingTeam == redTeam ? glm::vec4(1, 0.f, 0, 0.7f) : glm::vec4(0, 0.2f, 1, 0.7f);
|
||||
entityHUD["Fill"]["Color"] = fillColor;
|
||||
entityHUD["Fill"]["Percentage"] = progress;
|
||||
}
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
DamageIndicatorSystem::DamageIndicatorSystem(SystemParams params)
|
||||
: System(params)
|
||||
{
|
||||
EVENT_SUBSCRIBE_MEMBER(m_DamageTakenFromPlayer, &DamageIndicatorSystem::OnPlayerDamageTaken);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPlayerDamage, &DamageIndicatorSystem::OnPlayerDamage);
|
||||
//current camera
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &DamageIndicatorSystem::OnSetCamera);
|
||||
|
||||
@@ -12,23 +12,31 @@ DamageIndicatorSystem::DamageIndicatorSystem(SystemParams params)
|
||||
auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/DamageIndicator.xml");
|
||||
}
|
||||
|
||||
bool DamageIndicatorSystem::OnPlayerDamageTaken(Events::PlayerDamage& e)
|
||||
bool DamageIndicatorSystem::OnPlayerDamage(Events::PlayerDamage& e)
|
||||
{
|
||||
if (m_CurrentCamera == -1) {
|
||||
if (m_CurrentCamera == EntityID_Invalid) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (e.Victim != LocalPlayer) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!e.Inflictor.Valid() || !e.Victim.Valid()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
//grab players direction
|
||||
auto playerOrientation = glm::quat((glm::vec3)e.Player["Transform"]["Orientation"]);
|
||||
auto playerOrientation = glm::quat((glm::vec3)e.Victim["Transform"]["Orientation"]);
|
||||
|
||||
//get the position vectors, but ignore the y-height
|
||||
auto enemyPosition = (glm::vec3) e.PlayerShooter["Transform"]["Position"];
|
||||
auto playerPosition = (glm::vec3) e.Player["Transform"]["Position"];
|
||||
auto enemyPosition = (glm::vec3)e.Inflictor["Transform"]["Position"];
|
||||
auto playerPosition = (glm::vec3)e.Victim["Transform"]["Position"];
|
||||
enemyPosition.y = 0.0f;
|
||||
playerPosition.y = 0.0f;
|
||||
|
||||
//calculate the enemy to player vector
|
||||
auto enemyPlayerVector = glm::normalize((glm::vec3) playerPosition - enemyPosition);
|
||||
auto enemyPlayerVector = glm::normalize(playerPosition - enemyPosition);
|
||||
|
||||
//get angle from players current rotation, this angle is how much you rotate around the y-axis
|
||||
auto playerAngle = glm::angle(playerOrientation);
|
||||
|
||||
@@ -7,6 +7,7 @@ HealthSystem::HealthSystem(SystemParams params)
|
||||
//subscribe/listenTo playerdamage,healthpickup events (using the eventBroker)
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPlayerDamage, &HealthSystem::OnPlayerDamaged);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPlayerHealthPickup, &HealthSystem::OnPlayerHealthPickup);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_InputCommand, &HealthSystem::OnInputCommand);
|
||||
}
|
||||
|
||||
void HealthSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt)
|
||||
@@ -15,13 +16,13 @@ void HealthSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& comp
|
||||
|
||||
bool HealthSystem::OnPlayerDamaged(Events::PlayerDamage& e)
|
||||
{
|
||||
ComponentWrapper cHealth = e.Player["Health"];
|
||||
ComponentWrapper cHealth = e.Victim["Health"];
|
||||
double& health = cHealth["Health"];
|
||||
health -= e.Damage;
|
||||
|
||||
if (health <= 0.0) {
|
||||
Events::PlayerDeath ePlayerDeath;
|
||||
ePlayerDeath.Player = e.Player;
|
||||
ePlayerDeath.Player = e.Victim;
|
||||
m_EventBroker->Publish(ePlayerDeath);
|
||||
//Note: we will delete the entity in PlayerDeathSystem
|
||||
}
|
||||
@@ -29,6 +30,17 @@ bool HealthSystem::OnPlayerDamaged(Events::PlayerDamage& e)
|
||||
return true;
|
||||
}
|
||||
|
||||
bool HealthSystem::OnInputCommand(Events::InputCommand& e)
|
||||
{
|
||||
if (e.Command == "TakeDamage" && e.Value > 0 && LocalPlayer.Valid()) {
|
||||
Events::PlayerDamage ev;
|
||||
ev.Victim = LocalPlayer;
|
||||
ev.Damage = e.Value;
|
||||
m_EventBroker->Publish(ev);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool HealthSystem::OnPlayerHealthPickup(Events::PlayerHealthPickup& e)
|
||||
{
|
||||
ComponentWrapper cHealth = e.Player["Health"];
|
||||
|
||||
@@ -34,14 +34,23 @@ void PlayerDeathSystem::createDeathEffect(EntityWrapper player)
|
||||
|
||||
//components that we need from player
|
||||
auto playerCamera = player.FirstChildByName("Camera");
|
||||
auto playerEntityModel = player.FirstChildByName("PlayerModel")["Model"];
|
||||
auto playerEntityAnimation = player.FirstChildByName("PlayerModel")["Animation"];
|
||||
auto playerModel = player.FirstChildByName("PlayerModel");
|
||||
if (!playerCamera.Valid() || !playerModel.Valid()) {
|
||||
return;
|
||||
}
|
||||
if (!playerModel.HasComponent("Model") || !playerModel.HasComponent("Animation")) {
|
||||
return;
|
||||
}
|
||||
auto playerEntityModel = playerModel["Model"];
|
||||
auto playerEntityAnimation = 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;
|
||||
deathEffectEW["Animation"]["Speed1"] = 0.0;
|
||||
deathEffectEW["Animation"]["Speed2"] = 0.0;
|
||||
deathEffectEW["Animation"]["Speed3"] = 0.0;
|
||||
|
||||
//copy the models position,orientation
|
||||
deathEffectEW["Transform"]["Position"] = (glm::vec3)player["Transform"]["Position"];
|
||||
@@ -50,8 +59,10 @@ void PlayerDeathSystem::createDeathEffect(EntityWrapper player)
|
||||
//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);
|
||||
if (player == LocalPlayer) {
|
||||
auto cam = deathEffectEW.FirstChildByName("Camera");
|
||||
Events::SetCamera eSetCamera;
|
||||
eSetCamera.CameraEntity = cam;
|
||||
m_EventBroker->Publish(eSetCamera);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -51,6 +51,7 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
|
||||
|
||||
float playerMovementSpeed = player["Player"]["MovementSpeed"];
|
||||
float playerCrouchSpeed = player["Player"]["CrouchSpeed"];
|
||||
glm::vec3& wishDirection = player["Player"]["CurrentWishDirection"];
|
||||
|
||||
if (player.HasComponent("Physics")) {
|
||||
ComponentWrapper cPhysics = player["Physics"];
|
||||
@@ -58,7 +59,7 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
|
||||
if (player.HasComponent("DashAbility")) {
|
||||
controller->AssaultDashCheck(dt, ((glm::vec3)cPhysics["Velocity"]).y != 0.0f, player["DashAbility"]["CoolDownMaxTimer"]);
|
||||
}
|
||||
glm::vec3 wishDirection = controller->Movement() * glm::inverse(glm::quat(ori));
|
||||
wishDirection = controller->Movement() * glm::inverse(glm::quat(ori));
|
||||
//this makes sure you can only dash in the 4 directions: forw,backw,left,right
|
||||
if (controller->AssaultDashDoubleTapped() && controller->Movement().z != 0 && controller->Movement().x != 0) {
|
||||
wishDirection = glm::vec3(controller->Movement().x, 0, 0)* glm::inverse(glm::quat(ori));
|
||||
@@ -233,7 +234,8 @@ void PlayerMovementSystem::updateVelocity(double dt)
|
||||
float speed = glm::length(velocity);
|
||||
static float groundFriction = 7.f;
|
||||
ImGui::InputFloat("groundFriction", &groundFriction);
|
||||
static float airFriction = 0.f;
|
||||
static float airFriction = 2.f;
|
||||
|
||||
ImGui::InputFloat("airFriction", &airFriction);
|
||||
float friction = isOnGround ? groundFriction : airFriction;
|
||||
if (speed > 0) {
|
||||
|
||||
@@ -1,20 +1,39 @@
|
||||
#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)
|
||||
{
|
||||
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);
|
||||
}
|
||||
|
||||
void PlayerSpawnSystem::Update(double dt)
|
||||
{
|
||||
//Increase timer.
|
||||
m_Timer += dt;
|
||||
if (m_Timer < m_RespawnTime) {
|
||||
return;
|
||||
}
|
||||
//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 (m_SpawnRequests.size() == 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
auto playerSpawns = m_World->GetComponents("PlayerSpawn");
|
||||
if (playerSpawns == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
int numSpawnedPlayers = 0;
|
||||
for (auto& req : m_SpawnRequests) {
|
||||
for (auto& cPlayerSpawn : *playerSpawns) {
|
||||
EntityWrapper spawner(m_World, cPlayerSpawn.EntityID);
|
||||
@@ -40,29 +59,61 @@ void PlayerSpawnSystem::Update(double dt)
|
||||
e.Player = player;
|
||||
e.Spawner = spawner;
|
||||
m_EventBroker->Publish(e);
|
||||
|
||||
++numSpawnedPlayers;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (numSpawnedPlayers != (int)m_SpawnRequests.size()) {
|
||||
LOG_DEBUG("%i players were supposed to be spawned, but %i was spawned.", (int)m_SpawnRequests.size(), numSpawnedPlayers);
|
||||
} else {
|
||||
LOG_DEBUG("%i players were spawned.", numSpawnedPlayers);
|
||||
}
|
||||
m_SpawnRequests.clear();
|
||||
}
|
||||
|
||||
bool PlayerSpawnSystem::OnInputCommand(const Events::InputCommand& e)
|
||||
bool PlayerSpawnSystem::OnInputCommand(Events::InputCommand& e)
|
||||
{
|
||||
if (e.Command != "PickTeam") {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Team picks should be processed ONLY server-side!
|
||||
// Don't make a spawn request if PlayerID is -1, i.e. we're the client.
|
||||
if (e.PlayerID == -1 && m_NetworkEnabled) {
|
||||
// Don't make a spawn request if we're the client.
|
||||
if (!IsServer && m_NetworkEnabled) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (e.Value != 0) {
|
||||
if (e.Value == 0) {
|
||||
return false;
|
||||
}
|
||||
|
||||
//TODO: Spectating?
|
||||
//Right now, return if someone picks spectator.
|
||||
//1 signifies spectator here, could not get Playerteam component since it may be invalid or without team comp.
|
||||
if ((ComponentInfo::EnumType)e.Value == 1) {
|
||||
return false;
|
||||
}
|
||||
|
||||
//Check if the player already requested spawn.
|
||||
auto iter = m_SpawnRequests.begin();
|
||||
for (; iter != m_SpawnRequests.end(); ++iter) {
|
||||
if (iter->PlayerID == e.PlayerID) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (iter != m_SpawnRequests.end()) {
|
||||
//If player is in queue to spawn, then change their team affiliation in the request.
|
||||
iter->Team = (ComponentInfo::EnumType)e.Value;
|
||||
} else if (m_PlayerEntities.count(e.PlayerID) == 0 || !m_PlayerEntities[e.PlayerID].Valid()) {
|
||||
//If player is not in queue to spawn, then create a spawn request,
|
||||
//but only if they are spectating and/or just connected.
|
||||
SpawnRequest req;
|
||||
req.PlayerID = e.PlayerID;
|
||||
req.Team = (ComponentInfo::EnumType)e.Value;
|
||||
m_SpawnRequests.push_back(req);
|
||||
} else {
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
@@ -70,17 +121,12 @@ bool PlayerSpawnSystem::OnInputCommand(const Events::InputCommand& e)
|
||||
|
||||
bool PlayerSpawnSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
|
||||
{
|
||||
// When a player is actually spawned (since the actual spawning is handled on the server)
|
||||
// Check if a player already exists
|
||||
// Hack should be moved.
|
||||
if (m_PlayerEntities.count(e.PlayerID) != 0) {
|
||||
// TODO: Disallow infinite respawning here
|
||||
if (m_PlayerEntities[e.PlayerID].Valid()) {
|
||||
m_World->DeleteEntity(m_PlayerEntities[e.PlayerID].ID);
|
||||
}
|
||||
}
|
||||
// Store the player for future reference
|
||||
m_PlayerEntities[e.PlayerID] = e.Player;
|
||||
m_PlayerIDs[e.Player.ID] = e.PlayerID;
|
||||
|
||||
// When a player is actually spawned (since the actual spawning is handled on the server)
|
||||
// Hack should be moved.
|
||||
|
||||
if (!IsClient) {
|
||||
return false;
|
||||
@@ -88,7 +134,8 @@ bool PlayerSpawnSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
|
||||
|
||||
// Set the camera to the correct entity
|
||||
EntityWrapper cameraEntity = e.Player.FirstChildByName("Camera");
|
||||
if (cameraEntity.Valid()) {
|
||||
bool outOfBodyExperience = ResourceManager::Load<ConfigFile>("Config.ini")->Get<bool>("Debug.OutOfBodyExperience", false);
|
||||
if (cameraEntity.Valid() && !outOfBodyExperience) {
|
||||
Events::SetCamera e;
|
||||
e.CameraEntity = cameraEntity;
|
||||
m_EventBroker->Publish(e);
|
||||
@@ -113,4 +160,24 @@ bool PlayerSpawnSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
bool PlayerSpawnSystem::OnPlayerDeath(Events::PlayerDeath& e)
|
||||
{
|
||||
//Only spawn request if network is disabled or we are server.
|
||||
if (!IsServer && m_NetworkEnabled) {
|
||||
return false;
|
||||
}
|
||||
if (!e.Player.HasComponent("Team")) {
|
||||
return false;
|
||||
}
|
||||
ComponentWrapper cTeam = e.Player["Team"];
|
||||
//A spectator can't die anyway
|
||||
if ((ComponentInfo::EnumType)cTeam["Team"] == cTeam["Team"].Enum("Spectator")) {
|
||||
return false;
|
||||
}
|
||||
SpawnRequest req;
|
||||
req.PlayerID = m_PlayerIDs.at(e.Player.ID);
|
||||
req.Team = cTeam["Team"];
|
||||
m_SpawnRequests.push_back(req);
|
||||
}
|
||||
|
||||
@@ -52,12 +52,6 @@ bool SoundSystem::OnInputCommand(const Events::InputCommand & e)
|
||||
return true;
|
||||
}
|
||||
}
|
||||
if (e.Command == "TakeDamage" && e.Value > 0) {
|
||||
Events::PlayerDamage ev;
|
||||
ev.Player = LocalPlayer;
|
||||
ev.Damage = 1.0;
|
||||
m_EventBroker->Publish(ev);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
@@ -48,10 +48,12 @@ EntityWrapper SpawnerSystem::Spawn(EntityWrapper spawner, EntityWrapper parent /
|
||||
EntityFileParser parser(entityFile);
|
||||
EntityWrapper spawnedEntity(world, parser.MergeEntities(world, parent.ID));
|
||||
|
||||
// Set its position and orientation to that of the SpawnPoint
|
||||
spawnedEntity["Transform"]["Position"] = Transform::AbsolutePosition(spawnPoint.World, spawnPoint.ID);
|
||||
// TODO: Quaternions, bitch
|
||||
spawnedEntity["Transform"]["Orientation"] = glm::eulerAngles(Transform::AbsoluteOrientation(spawnPoint));
|
||||
if (spawnPoint != parent) {
|
||||
// Set its position and orientation to that of the SpawnPoint
|
||||
spawnedEntity["Transform"]["Position"] = Transform::AbsolutePosition(spawnPoint.World, spawnPoint.ID);
|
||||
// TODO: Quaternions, bitch
|
||||
spawnedEntity["Transform"]["Orientation"] = glm::eulerAngles(Transform::AbsoluteOrientation(spawnPoint));
|
||||
}
|
||||
|
||||
return spawnedEntity;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,341 @@
|
||||
#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");
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EAnimationComplete, &AssaultWeaponBehaviour::OnAnimationComplete);
|
||||
}
|
||||
|
||||
void AssaultWeaponBehaviour::Fire()
|
||||
{
|
||||
m_TimeSinceLastFire = 0.0;
|
||||
m_Firing = true;
|
||||
fireRound();
|
||||
}
|
||||
|
||||
void AssaultWeaponBehaviour::CeaseFire()
|
||||
{
|
||||
m_Firing = false;
|
||||
}
|
||||
|
||||
void AssaultWeaponBehaviour::Reload()
|
||||
{
|
||||
if (m_Reloading) {
|
||||
return;
|
||||
}
|
||||
|
||||
ComponentWrapper& cAssaultWeapon = m_Player["AssaultWeapon"];
|
||||
int magAmmo = cAssaultWeapon["MagazineAmmo"];
|
||||
int magSize = cAssaultWeapon["MagazineSize"];
|
||||
int ammo = cAssaultWeapon["Ammo"];
|
||||
|
||||
// Don't reload if we're already fully loaded
|
||||
if (magAmmo == magSize) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Don't reload if we're completly out of ammo
|
||||
if (ammo == 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
m_Reloading = true;
|
||||
m_ReloadTimer = cAssaultWeapon["ReloadTime"];
|
||||
playReloadAnimation();
|
||||
}
|
||||
|
||||
void AssaultWeaponBehaviour::Update(double dt)
|
||||
{
|
||||
if (m_Reloading) {
|
||||
m_ReloadTimer -= dt;
|
||||
// Re-enable glow on reload impersonator half-way through the animation
|
||||
if (m_ReloadTimer <= (double)m_Player["AssaultWeapon"]["ReloadTime"] / 2.0) {
|
||||
if (m_ReloadImpersonator.Valid()) {
|
||||
m_ReloadImpersonator["Model"]["GlowMap"] = true;
|
||||
}
|
||||
}
|
||||
if (m_ReloadTimer <= 0) {
|
||||
finishReload();
|
||||
}
|
||||
}
|
||||
|
||||
if (m_Firing && !m_Reloading) {
|
||||
m_TimeSinceLastFire += dt;
|
||||
ComponentWrapper& cAssaultWeapon = m_Player["AssaultWeapon"];
|
||||
if (m_TimeSinceLastFire >= 1.0 / ((double)cAssaultWeapon["RPM"] / 60.0)) {
|
||||
fireRound();
|
||||
}
|
||||
}
|
||||
|
||||
if (!m_Firing && !m_Reloading) {
|
||||
playIdleAnimation();
|
||||
}
|
||||
|
||||
// Disable glow map on weapon if it's out of ammo
|
||||
// Make real first person weapon model visible again
|
||||
EntityWrapper firstPersonWeaponModel = m_Player.FirstChildByName("WeaponModel");
|
||||
if (firstPersonWeaponModel.Valid()) {
|
||||
firstPersonWeaponModel["Model"]["GlowMap"] = hasAmmo();
|
||||
}
|
||||
}
|
||||
|
||||
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"];
|
||||
int& magAmmo = cAssaultWeapon["MagazineAmmo"];
|
||||
return magAmmo > 0;
|
||||
}
|
||||
|
||||
void AssaultWeaponBehaviour::fireRound()
|
||||
{
|
||||
if (m_Reloading) {
|
||||
return;
|
||||
}
|
||||
|
||||
ComponentWrapper& cAssaultWeapon = m_Player["AssaultWeapon"];
|
||||
|
||||
int& magAmmo = cAssaultWeapon["MagazineAmmo"];
|
||||
int ammo = cAssaultWeapon["Ammo"];
|
||||
|
||||
// Reload if our magazine is empty
|
||||
if (magAmmo <= 0) {
|
||||
Reload();
|
||||
return;
|
||||
}
|
||||
|
||||
// Fire
|
||||
magAmmo -= 1;
|
||||
spawnTracer();
|
||||
playSound();
|
||||
viewPunch();
|
||||
playShootAnimation();
|
||||
bool hit = shoot(cAssaultWeapon["BaseDamage"]);
|
||||
if (hit) {
|
||||
showHitMarker();
|
||||
}
|
||||
|
||||
m_TimeSinceLastFire = 0.0;
|
||||
}
|
||||
|
||||
void AssaultWeaponBehaviour::spawnTracer()
|
||||
{
|
||||
if (!IsClient) {
|
||||
return;
|
||||
}
|
||||
|
||||
EntityWrapper spawner;
|
||||
if (m_Player == LocalPlayer) {
|
||||
spawner = m_Player.FirstChildByName("WeaponMuzzle");
|
||||
} else {
|
||||
spawner = m_Player.FirstChildByName("ThirdPersonWeaponMuzzle");
|
||||
}
|
||||
|
||||
if (!spawner.Valid()) {
|
||||
return;
|
||||
}
|
||||
|
||||
float distance = traceRayDistance(Transform::AbsolutePosition(spawner), Transform::AbsoluteOrientation(spawner) * glm::vec3(0, 0, -1));
|
||||
EntityWrapper ray = SpawnerSystem::Spawn(spawner);
|
||||
((glm::vec3&)ray["Transform"]["Scale"]).z = (distance / 100.f);
|
||||
}
|
||||
|
||||
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);
|
||||
if (entity) {
|
||||
return distance;
|
||||
} else {
|
||||
return 100.f;
|
||||
}
|
||||
}
|
||||
|
||||
void AssaultWeaponBehaviour::playSound()
|
||||
{
|
||||
if (!IsClient) {
|
||||
return;
|
||||
}
|
||||
|
||||
Events::PlaySoundOnEntity e;
|
||||
e.EmitterID = m_Player.ID;
|
||||
e.FilePath = "Audio/laser/laser1.wav";
|
||||
m_EventBroker->Publish(e);
|
||||
}
|
||||
|
||||
void AssaultWeaponBehaviour::viewPunch()
|
||||
{
|
||||
EntityWrapper playerCamera = m_Player.FirstChildByName("Camera");
|
||||
if (!playerCamera.Valid()) {
|
||||
return;
|
||||
}
|
||||
float viewPunch = m_Player["AssaultWeapon"]["ViewPunch"];
|
||||
ComponentWrapper cTransform = playerCamera["Transform"];
|
||||
glm::vec3& orientation = cTransform["Orientation"];
|
||||
orientation.x += viewPunch;
|
||||
}
|
||||
|
||||
void AssaultWeaponBehaviour::finishReload()
|
||||
{
|
||||
ComponentWrapper& cAssaultWeapon = m_Player["AssaultWeapon"];
|
||||
int& magAmmo = cAssaultWeapon["MagazineAmmo"];
|
||||
int magSize = cAssaultWeapon["MagazineSize"];
|
||||
int& ammo = cAssaultWeapon["Ammo"];
|
||||
|
||||
// Throw away rounds in magazine to incentivise ammo sharing
|
||||
int toLoad = glm::min(magSize, ammo);
|
||||
magAmmo = toLoad;
|
||||
ammo -= toLoad;
|
||||
|
||||
// Make real first person weapon model visible again
|
||||
EntityWrapper firstPersonWeaponModel = m_Player.FirstChildByName("WeaponModel");
|
||||
firstPersonWeaponModel["Model"]["Visible"] = true;
|
||||
|
||||
m_Reloading = false;
|
||||
}
|
||||
|
||||
void AssaultWeaponBehaviour::playShootAnimation()
|
||||
{
|
||||
ComponentWrapper cAnimation = m_FirstPersonModel["Animation"];
|
||||
if (cAnimation["AnimationName1"] != "ShootRifle") {
|
||||
cAnimation["AnimationName1"] = "ShootRifle";
|
||||
cAnimation["Weight1"] = 1.0;
|
||||
cAnimation["Time1"] = 0.0;
|
||||
cAnimation["Speed1"] = 1.0;
|
||||
cAnimation["Loop1"] = true;
|
||||
}
|
||||
}
|
||||
|
||||
void AssaultWeaponBehaviour::playIdleAnimation()
|
||||
{
|
||||
if (!m_FirstPersonModel.Valid()) {
|
||||
return;
|
||||
}
|
||||
|
||||
ComponentWrapper cAnimation = m_FirstPersonModel["Animation"];
|
||||
std::string& animationName1 = cAnimation["AnimationName1"];
|
||||
double& animationSpeed1 = cAnimation["Speed1"];
|
||||
|
||||
std::string animationToPlay = "Idle";
|
||||
double speedToSet = 1.0;
|
||||
|
||||
ComponentWrapper cPlayer = m_Player["Player"];
|
||||
glm::vec3 movementDirection = cPlayer["CurrentWishDirection"];
|
||||
if (glm::length2(movementDirection) > 0) {
|
||||
animationToPlay = "Run";
|
||||
ComponentWrapper cPhysics = m_Player["Physics"];
|
||||
speedToSet = glm::length((glm::vec3)cPhysics["Velocity"]) / (float)cPlayer["MovementSpeed"];
|
||||
}
|
||||
|
||||
if (animationName1 != animationToPlay) {
|
||||
cAnimation["AnimationName1"] = animationToPlay;
|
||||
cAnimation["Weight1"] = 1.0;
|
||||
cAnimation["Time1"] = 0.0;
|
||||
cAnimation["Loop1"] = true;
|
||||
}
|
||||
|
||||
if (animationSpeed1 != speedToSet) {
|
||||
cAnimation["Speed1"] = speedToSet;
|
||||
}
|
||||
}
|
||||
|
||||
void AssaultWeaponBehaviour::playReloadAnimation()
|
||||
{
|
||||
// Play animation
|
||||
ComponentWrapper cAnimation = m_FirstPersonModel["Animation"];
|
||||
cAnimation["AnimationName1"] = "ReloadSwitch";
|
||||
cAnimation["Weight1"] = 1.0;
|
||||
cAnimation["Time1"] = 0.0;
|
||||
cAnimation["Speed1"] = 0.5;
|
||||
cAnimation["Loop1"] = true;
|
||||
|
||||
// Hide weapon model and spawn the exploding version
|
||||
EntityWrapper firstPersonWeaponModel = m_Player.FirstChildByName("WeaponModel");
|
||||
EntityWrapper reloadSpawner = m_Player.FirstChildByName("FirstPersonReloadSpawner");
|
||||
m_ReloadImpersonator = SpawnerSystem::Spawn(reloadSpawner, reloadSpawner);
|
||||
firstPersonWeaponModel["Model"].Copy(m_ReloadImpersonator["Model"]);
|
||||
firstPersonWeaponModel["Model"]["Visible"] = false;
|
||||
}
|
||||
|
||||
bool AssaultWeaponBehaviour::shoot(double damage)
|
||||
{
|
||||
// Only do shooting clientside
|
||||
if (!IsClient) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Only handle shooting for the local player
|
||||
if (m_Player != LocalPlayer) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Make sure the player isn't shooting from the grave
|
||||
if (!m_Player.Valid()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Screen center, based on current resolution!
|
||||
Rectangle screenResolution = m_Renderer->GetViewportSize();
|
||||
glm::vec2 centerScreen = glm::vec2(screenResolution.Width / 2, screenResolution.Height / 2);
|
||||
|
||||
// Pick middle of screen
|
||||
PickData pickData = m_Renderer->Pick(centerScreen);
|
||||
if (pickData.Entity == EntityID_Invalid) {
|
||||
return false;
|
||||
}
|
||||
|
||||
EntityWrapper victim(m_World, pickData.Entity);
|
||||
|
||||
// Don't let us shoot ourselves in the foot
|
||||
if (victim == LocalPlayer) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Only care about players being hit
|
||||
if (!victim.HasComponent("Player")) {
|
||||
victim = victim.FirstParentWithComponent("Player");
|
||||
}
|
||||
if (!victim.Valid()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Check for friendly fire
|
||||
if ((ComponentInfo::EnumType)victim["Team"]["Team"] == (ComponentInfo::EnumType)m_Player["Team"]["Team"]) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Deal damage!
|
||||
Events::PlayerDamage ePlayerDamage;
|
||||
ePlayerDamage.Inflictor = m_Player;
|
||||
ePlayerDamage.Victim = victim;
|
||||
ePlayerDamage.Damage = damage;
|
||||
m_EventBroker->Publish(ePlayerDamage);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void AssaultWeaponBehaviour::showHitMarker()
|
||||
{
|
||||
// Show hit marker
|
||||
EntityWrapper hitMarkerSpawner = m_Player.FirstChildByName("HitMarkerSpawner");
|
||||
if (hitMarkerSpawner.Valid()) {
|
||||
SpawnerSystem::Spawn(hitMarkerSpawner, hitMarkerSpawner);
|
||||
}
|
||||
}
|
||||
@@ -1,4 +1,4 @@
|
||||
#include "Systems/WeaponSystem.h"
|
||||
#include "Systems/Weapon/WeaponSystem.h"
|
||||
|
||||
WeaponSystem::WeaponSystem(SystemParams params, IRenderer* renderer, Octree<EntityAABB>* collisionOctree)
|
||||
: System(params)
|
||||
@@ -8,7 +8,6 @@ WeaponSystem::WeaponSystem(SystemParams params, IRenderer* renderer, Octree<Enti
|
||||
, m_CollisionOctree(collisionOctree)
|
||||
{
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &WeaponSystem::OnInputCommand);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EShoot, &WeaponSystem::OnShoot);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &WeaponSystem::OnPlayerSpawned);
|
||||
}
|
||||
|
||||
@@ -24,7 +23,8 @@ void WeaponSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cPla
|
||||
if (it == m_ActiveWeapons.end()) {
|
||||
selectWeapon(entity, 1);
|
||||
}
|
||||
|
||||
|
||||
m_EventBroker->Process<WeaponBehaviour>();
|
||||
m_ActiveWeapons.at(entity)->Update(dt);
|
||||
}
|
||||
|
||||
@@ -59,6 +59,14 @@ bool WeaponSystem::OnInputCommand(Events::InputCommand& e)
|
||||
}
|
||||
}
|
||||
|
||||
// Reload
|
||||
if (e.Command == "Reload" && e.Value != 0) {
|
||||
if (m_ActiveWeapons.find(player) != m_ActiveWeapons.end()) {
|
||||
auto weapon = m_ActiveWeapons.at(player);
|
||||
weapon->Reload();
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -68,7 +76,7 @@ void WeaponSystem::selectWeapon(EntityWrapper player, ComponentInfo::EnumType sl
|
||||
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_CollisionOctree, player)));
|
||||
m_ActiveWeapons.insert(std::make_pair(player, std::make_shared<AssaultWeaponBehaviour>(m_SystemParams, m_Renderer, m_CollisionOctree, player)));
|
||||
} else {
|
||||
//m_ActiveWeapons.erase(player);
|
||||
}
|
||||
@@ -84,55 +92,5 @@ bool WeaponSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
|
||||
{
|
||||
// Select primary weapon on player spawn
|
||||
// TODO: Select the active one specified by player component
|
||||
return true;
|
||||
}
|
||||
|
||||
bool WeaponSystem::OnShoot(Events::Shoot& eShoot)
|
||||
{
|
||||
if (!eShoot.Player.Valid()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Only run further picking code for the local player!
|
||||
if (eShoot.Player != LocalPlayer) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Screen center, based on current resolution!
|
||||
// TODO: check if player has enough ammo and if weapon has a cooldown or not
|
||||
Rectangle screenResolution = m_Renderer->GetViewportSize();
|
||||
glm::vec2 centerScreen = glm::vec2(screenResolution.Width / 2, screenResolution.Height / 2);
|
||||
|
||||
// TODO: check if player has enough ammo and if weapon has a cooldown or not
|
||||
|
||||
// Pick middle of screen
|
||||
PickData pickData = m_Renderer->Pick(centerScreen);
|
||||
if (pickData.Entity == EntityID_Invalid) {
|
||||
return false;
|
||||
}
|
||||
|
||||
EntityWrapper player(m_World, pickData.Entity);
|
||||
|
||||
// Only care about players being hit
|
||||
if (!player.HasComponent("Player")) {
|
||||
player = player.FirstParentWithComponent("Player");
|
||||
}
|
||||
if (!player.Valid()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Check for friendly fire
|
||||
EntityWrapper shooter = eShoot.Player;
|
||||
if ((ComponentInfo::EnumType)player["Team"]["Team"] == (ComponentInfo::EnumType)shooter["Team"]["Team"]) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// TODO: Weapon damage calculations etc
|
||||
Events::PlayerDamage ePlayerDamage;
|
||||
ePlayerDamage.Player = player;
|
||||
ePlayerDamage.PlayerShooter = eShoot.Player;
|
||||
ePlayerDamage.Damage = 100;
|
||||
m_EventBroker->Publish(ePlayerDamage);
|
||||
|
||||
return true;
|
||||
}
|
||||
@@ -71,7 +71,7 @@ GameHealthSystemTest::GameHealthSystemTest()
|
||||
//damage player with 50
|
||||
Events::PlayerDamage e;
|
||||
e.Damage = 50.0f;
|
||||
e.Player = EntityWrapper(m_World, player.EntityID);
|
||||
e.Victim = EntityWrapper(m_World, player.EntityID);
|
||||
m_EventBroker->Publish(e);
|
||||
|
||||
//heal some other player with 40
|
||||
|
||||
@@ -22,7 +22,9 @@ MKLINK "%DeployLocation%\Schema\" "resources\Schema" /J
|
||||
RMDIR /S /Q "%DeployLocation%\Shaders"
|
||||
MKLINK "%DeployLocation%\Shaders\" "resources\Shaders" /J
|
||||
:: Configuration files
|
||||
DEL "%DeployLocation%\DefaultConfig.ini"
|
||||
MKLINK "%DeployLocation%\DefaultConfig.ini" "resources\DefaultConfig.ini" /H
|
||||
DEL "%DeployLocation%\DefaultInput.ini"
|
||||
MKLINK "%DeployLocation%\DefaultInput.ini" "resources\DefaultInput.ini" /H
|
||||
|
||||
:: Platform specific binaries
|
||||
|
||||
Reference in New Issue
Block a user