Walking sound logic moved to PlayerMovementSystem and makes use of "wishDirection" to alleviate the problem where m_DistanceMoved were reset when it was not supposed to.
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@@ -5,6 +5,7 @@
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#include "Input/FirstPersonInputController.h"
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#include <imgui/imgui.h>
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#include "Events/EDoubleJump.h"
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#include "../Engine/Sound/EPlaySoundOnEntity.h"
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class PlayerMovementSystem : public ImpureSystem, PureSystem
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{
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@@ -19,6 +20,19 @@ private:
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// State
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std::unordered_map<EntityWrapper, FirstPersonInputController<PlayerMovementSystem>*> m_PlayerInputControllers;
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EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
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// Walking logic
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// Keeps track of how far the player has walked within this "key press session".
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float m_DistanceMoved = 0.0f;
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// How far a step is (How often the step sound will be played).
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const float m_PlayerStepLength = 1.75f;
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// Determine what sound file to play.
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bool m_LeftFoot = false;
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// To get a difference when calculating the walking state.
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glm::vec3 m_LastPosition = glm::vec3();
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// The logic for making the sound play when player is moving
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void playerStep(double dt);
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EventRelay<PlayerMovementSystem, Events::PlayerSpawned> m_EPlayerSpawned;
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bool OnPlayerSpawned(Events::PlayerSpawned& e);
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@@ -30,8 +30,6 @@ public:
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cComponent, double dt) override;
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virtual void Update(double dt) override;
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private:
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// The logic for making the sound play when player is moving
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void playerStep(double dt);
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EntityWrapper m_LocalPlayer = EntityWrapper();
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World* m_World = nullptr;
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@@ -56,6 +56,12 @@ void PlayerMovementSystem::Update(double dt)
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} else {
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wishSpeed = playerMovementSpeed;
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}
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if (player.ID == m_LocalPlayer.ID) {
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if (glm::length(wishDirection) == 0) {
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// If no key is pressed, reset the distance moved since last step.
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m_DistanceMoved = 0;
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}
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}
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glm::vec3& velocity = cPhysics["Velocity"];
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ImGui::Text("velocity: (%f, %f, %f)", velocity.x, velocity.y, velocity.z);
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glm::vec3 groundVelocity(0.f, 0.f, 0.f);
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@@ -135,6 +141,7 @@ void PlayerMovementSystem::Update(double dt)
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controller->Reset();
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}
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playerStep(dt);
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}
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void PlayerMovementSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt)
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@@ -169,10 +176,41 @@ void PlayerMovementSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapp
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position += velocity * (float)dt;
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}
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void PlayerMovementSystem::playerStep(double dt)
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{
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if (!m_LocalPlayer.Valid()) {
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return;
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}
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// Position of the local player, used see how far a player has moved.
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glm::vec3 pos = (glm::vec3)m_World->GetComponent(m_LocalPlayer.ID, "Transform")["Position"];
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// Velocity of the local player, used to see if a player is airborne.
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glm::vec3 vel = (glm::vec3)m_World->GetComponent(m_LocalPlayer.ID, "Physics")["Velocity"];
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m_DistanceMoved += glm::length(pos - m_LastPosition);
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// Set the last position for next iteration
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m_LastPosition = pos;
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bool isAirborne = vel.y != 0;
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if (m_DistanceMoved > m_PlayerStepLength && !isAirborne) {
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// Player moved a step's distance
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// Create footstep sound
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Events::PlaySoundOnEntity e;
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EntityID child = m_World->CreateEntity(m_LocalPlayer.ID);
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m_World->AttachComponent(child, "Transform");
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m_World->AttachComponent(child, "SoundEmitter");
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e.EmitterID = child;
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e.FilePath = m_LeftFoot ? "Audio/footstep/footstep2.wav" : "Audio/footstep/footstep3.wav";
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m_LeftFoot = !m_LeftFoot;
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m_EventBroker->Publish(e);
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m_DistanceMoved = 0.f;
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}
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}
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bool PlayerMovementSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
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{
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// When a player spawns, create an input controller for them
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m_PlayerInputControllers[e.Player] = new FirstPersonInputController<PlayerMovementSystem>(m_EventBroker, e.PlayerID);
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if (e.PlayerID == -1) {
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// Keep track of the local player
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m_LocalPlayer = e.Player;
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}
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return true;
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}
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@@ -25,32 +25,6 @@ void SoundSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cComp
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void SoundSystem::Update(double dt)
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{
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playerStep(dt);
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}
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void SoundSystem::playerStep(double dt)
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{
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if (!m_LocalPlayer.Valid()) {
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return;
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}
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// Position of the local player, used see how far a player has moved.
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glm::vec3 pos = (glm::vec3)m_World->GetComponent(m_LocalPlayer.ID, "Transform")["Position"];
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// Velocity of the local player, used to see if a player is airborne.
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glm::vec3 vel = (glm::vec3)m_World->GetComponent(m_LocalPlayer.ID, "Physics")["Velocity"];
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m_DistanceMoved += glm::length(pos - m_LastPosition);
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// Set the last position for next iteration
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m_LastPosition = pos;
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bool isAirborne = vel.y != 0;
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if (m_DistanceMoved > m_PlayerStepLength && !isAirborne) {
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// Player moved a step's distance
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// Create footstep sound
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Events::PlaySoundOnEntity e;
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e.EmitterID = createChildEmitter(m_LocalPlayer);
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e.FilePath = m_LeftFoot ? "Audio/footstep/footstep2.wav" : "Audio/footstep/footstep3.wav";
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m_LeftFoot = !m_LeftFoot;
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m_EventBroker->Publish(e);
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m_DistanceMoved = 0.f;
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}
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}
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bool SoundSystem::OnPlayerSpawned(const Events::PlayerSpawned &e)
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