Merge remote-tracking branch 'origin/master' into Sound

This commit is contained in:
stiffly
2016-02-10 17:17:58 +01:00
89 changed files with 4599 additions and 1109 deletions
+3 -1
View File
@@ -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;
+7 -7
View File
@@ -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;
}
}
}