Merge branch 'master' into CoolDeathAnimation
# Conflicts: # include/Engine/Rendering/ModelJob.h # resources/Shaders/ForwardPlus.frag.glsl # src/Engine/Rendering/DrawFinalPass.cpp # src/Engine/Rendering/RenderSystem.cpp
This commit is contained in:
@@ -10,6 +10,8 @@
|
||||
#include "Core/EntityFileWriter.h"
|
||||
#include "Game/Systems/CapturePointSystem.h"
|
||||
#include "Game/Systems/WeaponSystem.h"
|
||||
#include "Game/Systems/PlayerHUD.h"
|
||||
#include "Game/Systems/LifetimeSystem.h"
|
||||
#include "../Engine/Rendering/AnimationSystem.h"
|
||||
|
||||
Game::Game(int argc, char* argv[])
|
||||
@@ -85,10 +87,13 @@ Game::Game(int argc, char* argv[])
|
||||
m_SystemPipeline->AddSystem<SpawnerSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<PlayerSpawnSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<WeaponSystem>(updateOrderLevel, m_Renderer);
|
||||
m_SystemPipeline->AddSystem<LifetimeSystem>(updateOrderLevel);
|
||||
// Populate Octree with collidables
|
||||
++updateOrderLevel;
|
||||
m_SystemPipeline->AddSystem<CollidableOctreeSystem>(updateOrderLevel, m_OctreeCollision);
|
||||
m_SystemPipeline->AddSystem<PlayerHUD>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<AnimationSystem>(updateOrderLevel);
|
||||
|
||||
// Collision and TriggerSystem should update after player.
|
||||
++updateOrderLevel;
|
||||
m_SystemPipeline->AddSystem<CollisionSystem>(updateOrderLevel, m_OctreeCollision);
|
||||
|
||||
@@ -0,0 +1,27 @@
|
||||
#include "Systems/LifetimeSystem.h"
|
||||
|
||||
void LifetimeSystem::Update(double dt)
|
||||
{
|
||||
for (auto& e : m_Deletions) {
|
||||
m_World->DeleteEntity(e.ID);
|
||||
}
|
||||
m_Deletions.clear();
|
||||
}
|
||||
|
||||
void LifetimeSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cLifetime, double dt)
|
||||
{
|
||||
if (dt == 0.0) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (!entity.Valid()) {
|
||||
return;
|
||||
}
|
||||
|
||||
double& lifetime = cLifetime["Lifetime"];
|
||||
lifetime -= dt;
|
||||
|
||||
if (lifetime <= 0.0) {
|
||||
m_Deletions.push_back(entity);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,57 @@
|
||||
#include "Game/Systems/PlayerHUD.h"
|
||||
|
||||
PlayerHUD::PlayerHUD(World* world, EventBroker* eventBrokerer)
|
||||
:System(world, eventBrokerer)
|
||||
, m_World(world)
|
||||
, m_EventBroker(eventBrokerer)
|
||||
{
|
||||
|
||||
|
||||
}
|
||||
|
||||
PlayerHUD::~PlayerHUD()
|
||||
{
|
||||
|
||||
|
||||
}
|
||||
|
||||
void PlayerHUD::Update(double dt)
|
||||
{
|
||||
auto healthHUDs = m_World->GetComponents("HealthHUD");
|
||||
if (healthHUDs == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
for (auto& healthHUDComponent : *healthHUDs) {
|
||||
EntityWrapper entity = EntityWrapper(m_World, healthHUDComponent.EntityID);
|
||||
|
||||
EntityWrapper entityIDParent = entity;
|
||||
while (entityIDParent.Parent().Valid()) {
|
||||
entityIDParent = entityIDParent.Parent();
|
||||
|
||||
if (entityIDParent.HasComponent("Health")) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (entityIDParent.HasComponent("Health")) {
|
||||
|
||||
if (entity.HasComponent("Text")) {
|
||||
std::string s = "";
|
||||
s = s + std::to_string((int)(double)entityIDParent["Health"]["Health"]);
|
||||
s = s + "/";
|
||||
s = s + std::to_string((int)(double)entityIDParent["Health"]["MaxHealth"]);
|
||||
float healthPercentage = (double)entityIDParent["Health"]["Health"]/(double)entityIDParent["Health"]["MaxHealth"];
|
||||
(glm::vec4&)entity["Text"]["Color"] = glm::vec4(1.0 - healthPercentage, 0.f, healthPercentage, 1.f);
|
||||
entity["Text"]["Content"] = s;
|
||||
}
|
||||
|
||||
if(entity.HasComponent("Fill")) {
|
||||
float healthPercentage = (double)entityIDParent["Health"]["Health"]/(double)entityIDParent["Health"]["MaxHealth"];
|
||||
(glm::vec4&)entity["Fill"]["Color"] = glm::vec4(1.0 - healthPercentage, 0.f, healthPercentage, 0.f);
|
||||
(double&)entity["Fill"]["Percentage"] = healthPercentage;
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -102,10 +102,10 @@ bool PlayerSpawnSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
|
||||
}
|
||||
|
||||
// TODO: Set the player name to whatever
|
||||
//EntityWrapper playerName = e.Player.FirstChildByName("PlayerName");
|
||||
//if (playerName.Valid()) {
|
||||
// playerName["Text"]["Content"] = ???;
|
||||
//}
|
||||
EntityWrapper playerName = e.Player.FirstChildByName("PlayerName");
|
||||
if (playerName.Valid()) {
|
||||
playerName["Text"]["Content"] = e.PlayerName;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
@@ -50,7 +50,8 @@ EntityWrapper SpawnerSystem::Spawn(EntityWrapper spawner, EntityWrapper parent /
|
||||
|
||||
// Set its position and orientation to that of the SpawnPoint
|
||||
spawnedEntity["Transform"]["Position"] = Transform::AbsolutePosition(spawnPoint.World, spawnPoint.ID);
|
||||
spawnedEntity["Transform"]["Orientation"] = glm::eulerAngles(Transform::AbsoluteOrientation(spawnPoint.World, spawnPoint.ID));
|
||||
// TODO: Quaternions, bitch
|
||||
//spawnedEntity["Transform"]["Orientation"] = glm::eulerAngles(Transform::AbsoluteOrientation(spawnPoint.World, spawnPoint.ID));
|
||||
|
||||
return spawnedEntity;
|
||||
}
|
||||
|
||||
@@ -25,24 +25,68 @@ bool WeaponSystem::OnPlayerSpawned(const Events::PlayerSpawned& e)
|
||||
|
||||
bool WeaponSystem::OnInputCommand(const Events::InputCommand& e)
|
||||
{
|
||||
// Only shoot if the player is alive
|
||||
if (!m_LocalPlayer.Valid()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (e.Command == "PrimaryFire" && e.Value > 0) {
|
||||
Events::Shoot eShoot;
|
||||
eShoot.Player = m_LocalPlayer;
|
||||
if (e.PlayerID == -1) {
|
||||
eShoot.Player = m_LocalPlayer;
|
||||
} else {
|
||||
eShoot.Player = e.Player;
|
||||
}
|
||||
m_EventBroker->Publish(eShoot);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool WeaponSystem::OnShoot(const Events::Shoot& eShoot)
|
||||
bool WeaponSystem::OnShoot(Events::Shoot& eShoot)
|
||||
{
|
||||
if (!eShoot.Player.Valid()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// TODO: Weapon firing effects here
|
||||
|
||||
auto rayRed = ResourceManager::Load<EntityFile>("Schema/Entities/RayRed.xml");
|
||||
auto rayBlue = ResourceManager::Load<EntityFile>("Schema/Entities/RayBlue.xml");
|
||||
|
||||
EntityWrapper weapon = eShoot.Player.FirstChildByName("WeaponMuzzle");
|
||||
if (weapon.Valid()) {
|
||||
EntityWrapper ray;
|
||||
if ((ComponentInfo::EnumType)eShoot.Player["Team"]["Team"] == eShoot.Player["Team"]["Team"].Enum("Red")) {
|
||||
EntityFileParser parser(rayRed);
|
||||
EntityID rayID = parser.MergeEntities(m_World);
|
||||
ray = EntityWrapper(m_World, rayID);
|
||||
} else {
|
||||
EntityFileParser parser(rayBlue);
|
||||
EntityID rayID = parser.MergeEntities(m_World);
|
||||
ray = EntityWrapper(m_World, rayID);
|
||||
}
|
||||
|
||||
glm::mat4 transformation = Transform::AbsoluteTransformation(weapon);
|
||||
glm::vec3 scale;
|
||||
glm::vec3 translation;
|
||||
glm::quat orientation;
|
||||
glm::vec3 skew;
|
||||
glm::vec4 perspective;
|
||||
glm::decompose(transformation, scale, orientation, translation, skew, perspective);
|
||||
|
||||
// Matrix to euler angles
|
||||
glm::vec3 euler;
|
||||
euler.y = glm::asin(-transformation[0][2]);
|
||||
if (cos(euler.y) != 0) {
|
||||
euler.x = atan2(transformation[1][2], transformation[2][2]);
|
||||
euler.z = atan2(transformation[0][1], transformation[0][0]);
|
||||
} else {
|
||||
euler.x = atan2(-transformation[2][0], transformation[1][1]);
|
||||
euler.z = 0;
|
||||
}
|
||||
|
||||
//LOG_DEBUG("rotation: %f %f %f", euler.x, euler.y, euler.z);
|
||||
(glm::vec3&)ray["Transform"]["Position"] = translation;
|
||||
(glm::vec3&)ray["Transform"]["Orientation"] = euler;
|
||||
//(glm::vec3&)ray["Transform"]["Orientation"] = Transform::AbsoluteOrientationEuler(weapon);
|
||||
}
|
||||
|
||||
// Only run further picking code client-side!
|
||||
if (eShoot.Player != m_LocalPlayer) {
|
||||
return false;
|
||||
|
||||
Reference in New Issue
Block a user