Cleaned up PlayerSystem. Sets velocity to 0 every frame.
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@@ -6,45 +6,16 @@
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#include "Common.h"
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#include "Core/System.h"
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#include "Core/EventBroker.h"
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#include "Core/EKeyDown.h"
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#include "Core/EKeyUp.h"
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#include "ECreatePlayer.h"
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struct KeyInput
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{
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bool Forward = false;
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bool Left = false;
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bool Back = false;
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bool Right = false;
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};
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class PlayerSystem : public PureSystem
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{
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public:
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PlayerSystem(EventBroker* eventBroker)
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: PureSystem(eventBroker, "Player")
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{
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EVENT_SUBSCRIBE_MEMBER(m_EKeyDown, &PlayerSystem::OnKeyDown);
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EVENT_SUBSCRIBE_MEMBER(m_EKeyUp, &PlayerSystem::OnKeyUp);
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EVENT_SUBSCRIBE_MEMBER(m_ECreatePlayer, &PlayerSystem::OnCreatePlayer);
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}
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{ }
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virtual void UpdateComponent(World* world, ComponentWrapper& player, double dt) override;
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private:
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float m_Speed = 5;
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glm::vec3 m_Direction;
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KeyInput input;
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bool ShouldCreatePlayer = false;
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void CreatePlayer(World * world, unsigned int& entityID);
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EventRelay<PlayerSystem, Events::KeyDown> m_EKeyDown;
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bool OnKeyDown(const Events::KeyDown &event);
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EventRelay<PlayerSystem, Events::KeyUp> m_EKeyUp;
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bool OnKeyUp(const Events::KeyUp &event);
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EventRelay<PlayerSystem, Events::CreatePlayer> m_ECreatePlayer;
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bool OnCreatePlayer(const Events::CreatePlayer &event);
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};
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#endif
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@@ -2,6 +2,7 @@
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void PlayerSystem::UpdateComponent(World * world, ComponentWrapper & player, double dt)
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{
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(glm::vec3)player["Velocity"] = glm::vec3(0.f);
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if (player["Forward"]) {
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((glm::vec3&)player["Velocity"]).z = m_Speed * float(dt) * -1;
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}
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@@ -14,66 +15,7 @@ void PlayerSystem::UpdateComponent(World * world, ComponentWrapper & player, dou
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if (player["Right"]) {
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((glm::vec3&)player["Velocity"]).x = m_Speed * float(dt);
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}
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ComponentWrapper& transform = world->GetComponent(player.EntityID, "Transform");
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(glm::vec3&)transform["Position"] += (glm::vec3)player["Velocity"];
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//m_EventBroker->Process<PlayerSystem>();
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//// TODO Jag tror inte vi kan göra det vi vill i updaten.
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//// om man lägger till parametrar och tar bort overriden så blir det kanske inte så kul?
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//// aja, lycka till!
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//if (ShouldCreatePlayer) {
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// int entityID = world->CreateEntity();
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// ComponentWrapper transform = world->AttachComponent(entityID, "Transform");
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// transform["Position"] = glm::vec3(-1.5f, 0.f, 0.f);
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// ComponentWrapper model = world->AttachComponent(entityID, "Model");
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// model["Resource"] = "Models/Core/UnitSphere.obj";//modelPath; // You fix this :)
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// model["Color"] = glm::vec4(rand()%255 / 255.f, rand()%255 / 255.f, rand() %255 / 255.f, 1.f);
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// ShouldCreatePlayer = false;
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//}
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}
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void PlayerSystem::CreatePlayer(World * world, unsigned int& entityID)
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{
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}
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bool PlayerSystem::OnKeyDown(const Events::KeyDown & event)
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{
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if (event.KeyCode == GLFW_KEY_W) {
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input.Forward = true;
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}
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if (event.KeyCode == GLFW_KEY_A) {
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input.Left = true;
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}
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if (event.KeyCode == GLFW_KEY_S) {
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input.Back = true;
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}
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if (event.KeyCode == GLFW_KEY_D) {
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input.Right = true;
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}
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return true;
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}
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bool PlayerSystem::OnKeyUp(const Events::KeyUp & event)
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{
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if (event.KeyCode == GLFW_KEY_W) {
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input.Forward = false;
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}
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if (event.KeyCode == GLFW_KEY_A) {
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input.Left = false;
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}
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if (event.KeyCode == GLFW_KEY_S) {
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input.Back = false;
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}
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if (event.KeyCode == GLFW_KEY_D) {
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input.Right = false;
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}
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return false;
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}
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bool PlayerSystem::OnCreatePlayer(const Events::CreatePlayer & event)
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{
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ShouldCreatePlayer = true;
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return false;
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}
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