Merge remote-tracking branch 'origin/master' into Sound
This commit is contained in:
+3
-1
@@ -14,9 +14,10 @@
|
||||
#include "Game/Systems/CapturePointSystem.h"
|
||||
#include "Game/Systems/PickupSpawnSystem.h"
|
||||
#include "Game/Systems/WeaponSystem.h"
|
||||
#include "Rendering/AnimationSystem.h"
|
||||
#include "Rendering/BoneAttachmentSystem.h"
|
||||
#include "Game/Systems/PlayerHUD.h"
|
||||
#include "Game/Systems/LifetimeSystem.h"
|
||||
#include "../Engine/Rendering/AnimationSystem.h"
|
||||
|
||||
Game::Game(int argc, char* argv[])
|
||||
{
|
||||
@@ -111,6 +112,7 @@ Game::Game(int argc, char* argv[])
|
||||
|
||||
// Collision and TriggerSystem should update after player.
|
||||
++updateOrderLevel;
|
||||
m_SystemPipeline->AddSystem<BoneAttachmentSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<CollisionSystem>(updateOrderLevel, m_OctreeCollision);
|
||||
m_SystemPipeline->AddSystem<TriggerSystem>(updateOrderLevel, m_OctreeTrigger);
|
||||
++updateOrderLevel;
|
||||
|
||||
@@ -124,19 +124,19 @@ void PlayerMovementSystem::Update(double dt)
|
||||
//TODO: add assault dash animation here
|
||||
if (glm::length(controller->Movement()) > 0.f) {
|
||||
if (controller->Crouching()) {
|
||||
cAnimation["Name"] = "Crouch Walk";
|
||||
(double&)cAnimation["Speed"] = 1.f * -glm::sign(controller->Movement().z);
|
||||
cAnimation["AnimationName1"] = "Crouch Walk";
|
||||
(double&)cAnimation["Speed1"] = 1.f * -glm::sign(controller->Movement().z);
|
||||
} else {
|
||||
cAnimation["Name"] = "Run";
|
||||
(double&)cAnimation["Speed"] = 2.f * -glm::sign(controller->Movement().z);
|
||||
cAnimation["AnimationName1"] = "Run";
|
||||
(double&)cAnimation["Speed1"] = 2.f * -glm::sign(controller->Movement().z);
|
||||
}
|
||||
} else {
|
||||
if (controller->Crouching()) {
|
||||
cAnimation["Name"] = "Crouch";
|
||||
cAnimation["AnimationName1"] = "Crouch";
|
||||
(double&)cAnimation["Speed"] = 1.f;
|
||||
} else {
|
||||
cAnimation["Name"] = "Hold Pos";
|
||||
(double&)cAnimation["Speed"] = 1.f;
|
||||
cAnimation["AnimationName1"] = "Hold Pos";
|
||||
(double&)cAnimation["Speed1"] = 1.f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user