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.

This commit is contained in:
stiffly
2016-02-08 14:23:53 +01:00
parent 3a5c0a2762
commit 8e86cc2123
4 changed files with 53 additions and 29 deletions
-26
View File
@@ -25,32 +25,6 @@ void SoundSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cComp
void SoundSystem::Update(double dt)
{
playerStep(dt);
}
void SoundSystem::playerStep(double dt)
{
if (!m_LocalPlayer.Valid()) {
return;
}
// Position of the local player, used see how far a player has moved.
glm::vec3 pos = (glm::vec3)m_World->GetComponent(m_LocalPlayer.ID, "Transform")["Position"];
// Velocity of the local player, used to see if a player is airborne.
glm::vec3 vel = (glm::vec3)m_World->GetComponent(m_LocalPlayer.ID, "Physics")["Velocity"];
m_DistanceMoved += glm::length(pos - m_LastPosition);
// Set the last position for next iteration
m_LastPosition = pos;
bool isAirborne = vel.y != 0;
if (m_DistanceMoved > m_PlayerStepLength && !isAirborne) {
// Player moved a step's distance
// Create footstep sound
Events::PlaySoundOnEntity e;
e.EmitterID = createChildEmitter(m_LocalPlayer);
e.FilePath = m_LeftFoot ? "Audio/footstep/footstep2.wav" : "Audio/footstep/footstep3.wav";
m_LeftFoot = !m_LeftFoot;
m_EventBroker->Publish(e);
m_DistanceMoved = 0.f;
}
}
bool SoundSystem::OnPlayerSpawned(const Events::PlayerSpawned &e)