Merge remote-tracking branch 'origin/master' into DashAbiltyEffect
This commit is contained in:
@@ -54,7 +54,7 @@ void EditorRenderSystem::Update(double dt)
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EntityWrapper entity(m_World, cModel.EntityID);
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glm::mat4 modelMatrix = Transform::ModelMatrix(entity.ID, entity.World);
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for (auto matGroup : model->MaterialGroups()) {
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std::shared_ptr<ModelJob> modelJob = std::make_shared<ModelJob>(model, scene.Camera, modelMatrix, matGroup, cModel, entity.World, glm::vec4(0), 0.f);
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std::shared_ptr<ModelJob> modelJob = std::make_shared<ModelJob>(model, scene.Camera, modelMatrix, matGroup, cModel, entity.World, glm::vec4(0), 0.f, false);
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if (cModel["Transparent"]) {
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scene.Jobs.TransparentObjects.push_back(modelJob);
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} else {
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@@ -18,7 +18,7 @@ void DrawColorCorrectionPass::InitializeShaderPrograms()
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m_ColorCorrectionProgram->Link();
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}
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void DrawColorCorrectionPass::Draw(GLuint sceneTexture, GLuint bloomTexture, GLuint sceneTextureLowRes, GLuint bloomTextureLowRes, GLfloat gamma, GLfloat exposure)
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void DrawColorCorrectionPass::Draw(GLuint sceneTexture, GLuint bloomTexture, GLfloat gamma, GLfloat exposure)
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{
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//glBindFramebuffer(GL_FRAMEBUFFER, 0);
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GLERROR("DrawScreenQuadPass::Draw: Pre");
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@@ -33,10 +33,6 @@ void DrawColorCorrectionPass::Draw(GLuint sceneTexture, GLuint bloomTexture, GLu
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glBindTexture(GL_TEXTURE_2D, sceneTexture);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, bloomTexture);
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, sceneTextureLowRes);
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glActiveTexture(GL_TEXTURE3);
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glBindTexture(GL_TEXTURE_2D, bloomTextureLowRes);
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glBindVertexArray(m_ScreenQuad->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
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File diff suppressed because it is too large
Load Diff
@@ -8,13 +8,12 @@ DrawFinalPassState::DrawFinalPassState(GLuint frameBuffer)
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Enable(GL_BLEND);
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BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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Enable(GL_DEPTH_TEST);
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DepthMask(GL_FALSE);
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DepthFunc(GL_LEQUAL);
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DepthMask(GL_TRUE);
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Enable(GL_CULL_FACE);
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Enable(GL_STENCIL_TEST);
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StencilFunc(GL_NOTEQUAL, 1, 0xFF);
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StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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StencilMask(0xFF);
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// Enable(GL_STENCIL_TEST);
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// StencilFunc(GL_NOTEQUAL, 1, 0xFF);
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// StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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// StencilMask(0xFF);
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ClearColor(glm::vec4(0.f, 0.f, 0.f, 0.f));
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}
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@@ -26,11 +25,9 @@ DrawFinalPassState::~DrawFinalPassState()
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DrawStencilState::DrawStencilState(GLuint frameBuffer)
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{
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BindFramebuffer(frameBuffer);
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Enable(GL_STENCIL_TEST);
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StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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StencilFunc(GL_ALWAYS, 1, 0xFF);
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StencilMask(0xFF);
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Enable(GL_DEPTH_TEST);
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DepthMask(GL_TRUE);
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Enable(GL_CULL_FACE);
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ClearColor(glm::vec4(0.f));
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}
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@@ -23,11 +23,12 @@ void PickingPass::InitializeTextures()
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glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RG8, GL_RG, GL_UNSIGNED_BYTE);
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CommonFunctions::GenerateTexture(&m_DepthBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST,
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glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
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glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH_COMPONENT32, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT);
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}
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void PickingPass::InitializeFrameBuffers()
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{
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m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthBuffer, GL_DEPTH_ATTACHMENT)));
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m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_PickingTexture, GL_COLOR_ATTACHMENT0)));
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m_PickingBuffer.Generate();
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@@ -240,6 +240,8 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
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fillColor = (glm::vec4)fillComponent["Color"];
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}
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bool isShielded = m_World->HasComponent(cModel.EntityID, "Shielded") || m_World->HasComponent(cModel.EntityID, "Player");
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glm::mat4 modelMatrix = Transform::ModelMatrix(cModel.EntityID, m_World);
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//Loop through all materialgroups of a model
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for (auto matGroup : model->MaterialGroups()) {
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@@ -255,20 +257,19 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
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cModel,
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m_World,
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fillColor,
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fillPercentage
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fillPercentage,
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isShielded
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));
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if (m_World->HasComponent(cModel.EntityID, "Shield")){
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explosionEffectJob->CalculateHash();
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Jobs.ShieldObjects.push_back(explosionEffectJob);
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} else if (m_World->HasComponent(cModel.EntityID, "Shielded")
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|| m_World->HasComponent(cModel.EntityID, "Player")) {
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} else if (isShielded) {
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if (explosionEffectJob->Color.a != 1.f || explosionEffectJob->EndColor.a != 1.f || explosionEffectJob->DiffuseColor.a != 1.f) {
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cModel["Transparent"] = true;
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}
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if (cModel["Transparent"]) {
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Jobs.TransparentShieldedObjects.push_back(explosionEffectJob);
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Jobs.TransparentObjects.push_back(explosionEffectJob);
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} else {
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explosionEffectJob->CalculateHash();
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Jobs.OpaqueShieldedObjects.push_back(explosionEffectJob);
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@@ -294,20 +295,20 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
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cModel,
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m_World,
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fillColor,
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fillPercentage
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fillPercentage,
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isShielded
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));
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if (m_World->HasComponent(cModel.EntityID, "Shield")) {
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modelJob->CalculateHash();
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Jobs.ShieldObjects.push_back(modelJob);
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} else if (m_World->HasComponent(cModel.EntityID, "Shielded")
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|| m_World->HasComponent(cModel.EntityID, "Player")) {
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} else if (isShielded) {
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if (modelJob->Color.a != 1.f || modelJob->DiffuseColor.a != 1.f) {
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cModel["Transparent"] = true;
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}
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if (cModel["Transparent"]) {
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Jobs.TransparentShieldedObjects.push_back(modelJob);
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Jobs.TransparentObjects.push_back(modelJob);
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} else {
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modelJob->CalculateHash();
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Jobs.OpaqueShieldedObjects.push_back(modelJob);
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@@ -110,7 +110,7 @@ void Renderer::Draw(RenderFrame& frame)
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{
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GLERROR("PRE");
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0SceneLowRes\0BloomLowRes\0Gaussian\0Picking\0Ambient Occlusion");
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ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0Gaussian\0Picking\0Ambient Occlusion");
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ImGui::Combo("CubeMap", &m_CubeMapTexture, "Nevada(512)\0Sky(1024)");
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if(m_CubeMapTexture == 0) {
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m_CubeMapPass->LoadTextures("Nevada");
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@@ -174,7 +174,7 @@ void Renderer::Draw(RenderFrame& frame)
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if (m_DebugTextureToDraw == 0) {
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PerformanceTimer::StartTimer("Renderer-Color Correction Pass");
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m_DrawColorCorrectionPass->Draw(m_DrawFinalPass->SceneTexture(), m_DrawBloomPass->GaussianTexture(), m_DrawFinalPass->SceneTextureLowRes(), m_DrawFinalPass->BloomTextureLowRes(), frame.Gamma, frame.Exposure);
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m_DrawColorCorrectionPass->Draw(m_DrawFinalPass->SceneTexture(), m_DrawBloomPass->GaussianTexture(), frame.Gamma, frame.Exposure);
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PerformanceTimer::StopTimer("Renderer-Color Correction Pass");
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}
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@@ -186,18 +186,12 @@ void Renderer::Draw(RenderFrame& frame)
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m_DrawScreenQuadPass->Draw(m_DrawFinalPass->BloomTexture());
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}
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if (m_DebugTextureToDraw == 3) {
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m_DrawScreenQuadPass->Draw(m_DrawFinalPass->SceneTextureLowRes());
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}
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if (m_DebugTextureToDraw == 4) {
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m_DrawScreenQuadPass->Draw(m_DrawFinalPass->BloomTextureLowRes());
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}
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if (m_DebugTextureToDraw == 5) {
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m_DrawScreenQuadPass->Draw(m_DrawBloomPass->GaussianTexture());
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}
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if (m_DebugTextureToDraw == 6) {
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if (m_DebugTextureToDraw == 4) {
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m_DrawScreenQuadPass->Draw(m_PickingPass->PickingTexture());
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}
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if (m_DebugTextureToDraw == 7) {
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if (m_DebugTextureToDraw == 5) {
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m_DrawScreenQuadPass->Draw(m_SSAOPass->SSAOTexture());
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}
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PerformanceTimer::StopTimer("Renderer-Misc Debug Draws");
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@@ -250,7 +244,7 @@ void Renderer::InitializeRenderPasses()
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m_LightCullingPass = new LightCullingPass(this);
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m_CubeMapPass = new CubeMapPass(this);
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m_SSAOPass = new SSAOPass(this, m_Config);
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m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass, m_CubeMapPass, m_SSAOPass, m_PickingPass->DepthBuffer());
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m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass, m_CubeMapPass, m_SSAOPass);
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m_DrawScreenQuadPass = new DrawScreenQuadPass(this);
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m_DrawBloomPass = new DrawBloomPass(this, m_Config);
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m_DrawColorCorrectionPass = new DrawColorCorrectionPass(this);
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@@ -25,7 +25,9 @@
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#include "Rendering/AnimationSystem.h"
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#include "Network/MultiplayerSnapshotFilter.h"
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#include "Game/Systems/AmmunitionHUDSystem.h"
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#include "Game/Systems/CapturePointArrowHUDSystem.h"
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#include "Game/Systems/KillFeedSystem.h"
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#include "Game/Systems/BoostSystem.h"
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#include "GUI/ButtonSystem.h"
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#include "GUI/MainMenuSystem.h"
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@@ -131,7 +133,17 @@ Game::Game(int argc, char* argv[])
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m_SystemPipeline->AddSystem<AmmoPickupSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<DamageIndicatorSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<AmmunitionHUDSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<CapturePointArrowHUDSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<KillFeedSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<LifetimeSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<CapturePointSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<CapturePointHUDSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<PickupSpawnSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<AmmoPickupSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<DamageIndicatorSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<AmmunitionHUDSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<KillFeedSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<BoostSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<ButtonSystem>(updateOrderLevel, m_Renderer);
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m_SystemPipeline->AddSystem<MainMenuSystem>(updateOrderLevel, m_Renderer);
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// Populate Octree with collidables
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@@ -5,6 +5,7 @@ AmmoPickupSystem::AmmoPickupSystem(SystemParams params)
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{
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if (IsServer) {
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EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &AmmoPickupSystem::OnTriggerTouch);
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EVENT_SUBSCRIBE_MEMBER(m_ETriggerLeave, &AmmoPickupSystem::OnTriggerLeave);
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}
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if (IsClient) {
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EVENT_SUBSCRIBE_MEMBER(m_EAmmoPickup, &AmmoPickupSystem::OnAmmoPickup);
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@@ -14,43 +15,51 @@ AmmoPickupSystem::AmmoPickupSystem(SystemParams params)
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void AmmoPickupSystem::Update(double dt)
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{
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if (IsServer) {
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for (auto it = m_ETriggerTouchVector.begin(); it != m_ETriggerTouchVector.end(); ++it) {
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auto& ammoPickupPosition = *it;
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//set the double timer value (value 3)
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ammoPickupPosition.DecreaseThisRespawnTimer -= dt;
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if (ammoPickupPosition.DecreaseThisRespawnTimer < 0.0) {
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//spawn and delete the vector item
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auto it = m_ETriggerTouchVector.begin();
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while (it != m_ETriggerTouchVector.end()) {
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auto& somePickup = *it;
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somePickup.DecreaseThisRespawnTimer -= dt;
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if (somePickup.DecreaseThisRespawnTimer < 0.0) {
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auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/AmmoPickup.xml");
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EntityFileParser parser(entityFile);
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EntityID ammoPickupID = parser.MergeEntities(m_World);
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//let the world know a pickup has spawned (graphics effects, etc)
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//let the world know a pickup has spawned
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Events::PickupSpawned ePickupSpawned;
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ePickupSpawned.Pickup = EntityWrapper(m_World, ammoPickupID);
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m_EventBroker->Publish(ePickupSpawned);
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//set values from the old entity to the new entity
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//copy values from the old entity to the new entity
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auto& newAmmoPickupEntity = EntityWrapper(m_World, ammoPickupID);
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newAmmoPickupEntity["Transform"]["Position"] = ammoPickupPosition.Pos;
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newAmmoPickupEntity["AmmoPickup"]["AmmoGain"] = ammoPickupPosition.AmmoGain;
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newAmmoPickupEntity["AmmoPickup"]["RespawnTimer"] = ammoPickupPosition.RespawnTimer;
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m_World->SetParent(newAmmoPickupEntity.ID, ammoPickupPosition.parentID);
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newAmmoPickupEntity["Transform"]["Position"] = somePickup.Pos;
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newAmmoPickupEntity["AmmoPickup"]["AmmoGain"] = somePickup.AmmoGain;
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newAmmoPickupEntity["AmmoPickup"]["RespawnTimer"] = somePickup.RespawnTimer;
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m_World->SetParent(newAmmoPickupEntity.ID, somePickup.parentID);
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//erase the current element (AmmoPickupPosition)
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m_ETriggerTouchVector.erase(it);
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//erase the current element (somePickup)
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it = m_ETriggerTouchVector.erase(it);
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}
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else {
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it++;
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}
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}
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//still touching m_PickupAtMaximum?
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for (auto& it = m_PickupAtMaximum.begin(); it != m_PickupAtMaximum.end(); ++it) {
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if (!it->player.Valid()) {
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m_PickupAtMaximum.erase(it);
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break;
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}
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if ((int)it->player["AssaultWeapon"]["Ammo"] < (int)it->player["AssaultWeapon"]["MaxAmmo"]) {
|
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DoPickup(it->player, it->trigger);
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m_PickupAtMaximum.erase(it);
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break;
|
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}
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}
|
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}
|
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}
|
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|
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bool AmmoPickupSystem::OnTriggerTouch(Events::TriggerTouch& e)
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{
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/*if (e.Entity != LocalPlayer) {
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return false;
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}*/
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|
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if (!e.Entity.Valid()) {
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return false;
|
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}
|
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@@ -61,30 +70,13 @@ bool AmmoPickupSystem::OnTriggerTouch(Events::TriggerTouch& e)
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if (!e.Trigger.HasComponent("AmmoPickup")) {
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return false;
|
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}
|
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int maxWeaponAmmo = (int)e.Entity["AssaultWeapon"]["MaxAmmo"];
|
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int& currentAmmo = (int)e.Entity["AssaultWeapon"]["Ammo"];
|
||||
|
||||
int ammoGiven = 0.01*(double)e.Trigger["AmmoPickup"]["AmmoGain"] * maxWeaponAmmo;
|
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//cant pick up ammopacks if you are already at MaxAmmo
|
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if (currentAmmo >= maxWeaponAmmo) {
|
||||
//if at maxammo, save the trigger-touch to a vector since standing inside it will not re-trigger the trigger
|
||||
if ((int)e.Entity["AssaultWeapon"]["Ammo"] >= (int)e.Entity["AssaultWeapon"]["MaxAmmo"]) {
|
||||
m_PickupAtMaximum.push_back({ e.Entity, e.Trigger });
|
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return false;
|
||||
}
|
||||
|
||||
//personEntered = e.Entity, thingEntered = e.Trigger
|
||||
Events::AmmoPickup ePlayerAmmoPickup;
|
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ePlayerAmmoPickup.AmmoGain = ammoGiven;
|
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ePlayerAmmoPickup.Player = e.Entity;
|
||||
m_EventBroker->Publish(ePlayerAmmoPickup);
|
||||
//immediately give the player the ammo
|
||||
//currentAmmo = std::min(currentAmmo + ammoGiven, maxWeaponAmmo);
|
||||
|
||||
//copy position, ammogain, respawntimer (twice since one of the values will be counted down to 0, the other will be set in the new object)
|
||||
//we need to copy all values since each value can be different for each ammoPickup
|
||||
m_ETriggerTouchVector.push_back({ e.Trigger["Transform"]["Position"], e.Trigger["AmmoPickup"]["AmmoGain"],
|
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e.Trigger["AmmoPickup"]["RespawnTimer"], e.Trigger["AmmoPickup"]["RespawnTimer"], m_World->GetParent(e.Trigger.ID) });
|
||||
|
||||
//delete the ammopickup
|
||||
m_World->DeleteEntity(e.Trigger.ID);
|
||||
DoPickup(e.Entity, e.Trigger);
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -107,3 +99,39 @@ bool AmmoPickupSystem::OnAmmoPickup(Events::AmmoPickup & e)
|
||||
currentAmmo = std::min(currentAmmo + e.AmmoGain, maxWeaponAmmo);
|
||||
return false;
|
||||
}
|
||||
|
||||
bool AmmoPickupSystem::OnTriggerLeave(Events::TriggerLeave& e) {
|
||||
if (!e.Trigger.HasComponent("AmmoPickup")) {
|
||||
return false;
|
||||
}
|
||||
//triggerleave erases possible m_PickupAtMaximum
|
||||
for (auto& it = m_PickupAtMaximum.begin(); it != m_PickupAtMaximum.end(); ++it) {
|
||||
if (it->trigger.ID == e.Trigger.ID && it->player.ID == e.Entity.ID) {
|
||||
m_PickupAtMaximum.erase(it);
|
||||
break;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
void AmmoPickupSystem::DoPickup(EntityWrapper &player, EntityWrapper &trigger) {
|
||||
int maxWeaponAmmo = (int)player["AssaultWeapon"]["MaxAmmo"];
|
||||
int& currentAmmo = (int)player["AssaultWeapon"]["Ammo"];
|
||||
int ammoGiven = 0.01*(double)trigger["AmmoPickup"]["AmmoGain"] * maxWeaponAmmo;
|
||||
|
||||
Events::AmmoPickup ePlayerAmmoPickup;
|
||||
ePlayerAmmoPickup.AmmoGain = ammoGiven;
|
||||
ePlayerAmmoPickup.Player = player;
|
||||
m_EventBroker->Publish(ePlayerAmmoPickup);
|
||||
|
||||
//immediately give the player the ammo (on server)
|
||||
currentAmmo = std::min(currentAmmo + ammoGiven, maxWeaponAmmo);
|
||||
|
||||
//copy position, ammogain, respawntimer (twice since one of the values will be counted down to 0, the other will be set in the new object)
|
||||
//we need to copy all values since each value can be different for each ammoPickup
|
||||
m_ETriggerTouchVector.push_back({ (glm::vec3)trigger["Transform"]["Position"], trigger["AmmoPickup"]["AmmoGain"],
|
||||
trigger["AmmoPickup"]["RespawnTimer"], trigger["AmmoPickup"]["RespawnTimer"], m_World->GetParent(trigger.ID) });
|
||||
|
||||
//delete the ammopickup
|
||||
m_World->DeleteEntity(trigger.ID);
|
||||
}
|
||||
|
||||
@@ -0,0 +1,63 @@
|
||||
#include "Systems/BoostSystem.h"
|
||||
|
||||
BoostSystem::BoostSystem(SystemParams params)
|
||||
: System(params)
|
||||
{
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPlayerDamage, &BoostSystem::OnPlayerDamage);
|
||||
}
|
||||
|
||||
bool BoostSystem::OnPlayerDamage(Events::PlayerDamage& e)
|
||||
{
|
||||
if (e.Victim.ID == e.Inflictor.ID) {
|
||||
return false;
|
||||
}
|
||||
if (!e.Victim.Valid() && e.Victim != LocalPlayer && !e.Victim.IsChildOf(LocalPlayer)) {
|
||||
return false;
|
||||
}
|
||||
if (!e.Inflictor.Valid() || !e.Victim.Valid()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
//if its not friendly fire, return
|
||||
if ((int)m_World->GetComponent(e.Inflictor.ID, "Team")["Team"] != (int)m_World->GetComponent(e.Victim.ID, "Team")["Team"]) {
|
||||
return false;
|
||||
}
|
||||
|
||||
//determine the inflictors class
|
||||
auto className = DetermineClass(e.Inflictor);
|
||||
if (className == "") {
|
||||
return false;
|
||||
}
|
||||
|
||||
//get the XML file, example: "Schema/Entities/BoostclassName.xml"
|
||||
std::string classXML = "Schema/Entities/" + className + ".xml";
|
||||
|
||||
//check if player already has a child with the component, if so delete that child
|
||||
auto playerBoostAssaultEntity = e.Victim.FirstChildByName(className);
|
||||
if (playerBoostAssaultEntity.Valid()) {
|
||||
m_World->DeleteEntity(playerBoostAssaultEntity.ID);
|
||||
}
|
||||
//load boost XML file, set it entity parented with the victim player
|
||||
auto entityFile = ResourceManager::Load<EntityFile>(classXML);
|
||||
EntityFileParser parser(entityFile);
|
||||
EntityID boostAssaultEntity = parser.MergeEntities(m_World);
|
||||
m_World->SetName(boostAssaultEntity, className);
|
||||
m_World->SetParent(boostAssaultEntity, e.Victim.ID);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
std::string BoostSystem::DetermineClass(EntityWrapper inflictorPlayer)
|
||||
{
|
||||
//determine the class based on what component the inflictor-player has
|
||||
if (m_World->HasComponent(inflictorPlayer.ID, "DashAbility")) {
|
||||
return "BoostAssault";
|
||||
}
|
||||
if (m_World->HasComponent(inflictorPlayer.ID, "ShieldAbility")) {
|
||||
return "BoostDefender";
|
||||
}
|
||||
if (m_World->HasComponent(inflictorPlayer.ID, "SprintAbility")) {
|
||||
return "BoostSniper";
|
||||
}
|
||||
return "";
|
||||
}
|
||||
@@ -0,0 +1,183 @@
|
||||
#include "Systems/CapturePointArrowHUDSystem.h"
|
||||
|
||||
CapturePointArrowHUDSystem::CapturePointArrowHUDSystem(SystemParams params)
|
||||
: System(params)
|
||||
, ImpureSystem()
|
||||
{
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ECapturedEvent, &CapturePointArrowHUDSystem::OnCapturePointCaptured);
|
||||
}
|
||||
|
||||
|
||||
void CapturePointArrowHUDSystem::Update(double dt)
|
||||
{
|
||||
bool loadCheck = true;
|
||||
int redTeamEnum;
|
||||
int blueTeamEnum;
|
||||
int spectatorTeamEnum;
|
||||
|
||||
//Get list for all CapturePointArrowHUDComponents
|
||||
auto arrowHUDs = m_World->GetComponents("CapturePointArrowHUD");
|
||||
auto capturePoints = m_World->GetComponents("CapturePoint");
|
||||
if(arrowHUDs == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
for(auto& cArrowHUD : *arrowHUDs) {
|
||||
//Get what team the current arrow corresponds to
|
||||
EntityWrapper arrowEntity = EntityWrapper(m_World, cArrowHUD.EntityID);
|
||||
if (!arrowEntity.Valid()) {
|
||||
continue;
|
||||
}
|
||||
if(!arrowEntity.HasComponent("Team")) {
|
||||
continue;
|
||||
}
|
||||
auto cTeam = arrowEntity["Team"];
|
||||
int currentTeam = (int)cTeam["Team"];
|
||||
|
||||
if (loadCheck) {
|
||||
redTeamEnum = (int)cTeam["Team"].Enum("Red");
|
||||
blueTeamEnum = (int)cTeam["Team"].Enum("Blue");
|
||||
spectatorTeamEnum = (int)cTeam["Team"].Enum("Spectator");
|
||||
loadCheck = false;
|
||||
|
||||
|
||||
if (!m_InitialtargetsSet) {
|
||||
std::unordered_map<int, glm::vec3> blueTargets, redTargets;
|
||||
EntityWrapper homeBlue, homeRed;
|
||||
int lastCP = -INFINITY;
|
||||
int firstCP = INFINITY;
|
||||
|
||||
for (auto& cCP : *capturePoints) {
|
||||
auto homePointTeam = (int)cCP["HomePointForTeam"];
|
||||
EntityWrapper capturePointEntity = EntityWrapper(m_World, cCP.EntityID);
|
||||
int capturePointID = (int)capturePointEntity["CapturePoint"]["CapturePointNumber"];
|
||||
|
||||
if(capturePointID < firstCP) {
|
||||
firstCP = capturePointID;
|
||||
}
|
||||
|
||||
if(capturePointID > lastCP) {
|
||||
lastCP = capturePointID;
|
||||
}
|
||||
|
||||
if (!capturePointEntity.HasComponent("Team")) {
|
||||
continue;
|
||||
}
|
||||
|
||||
int currentOwner = (int)capturePointEntity["Team"]["Team"];
|
||||
|
||||
if(currentOwner != redTeamEnum) {
|
||||
//This capturePoint is not owned by the red team and is therefor an eligible target for red team
|
||||
glm::vec3 targetPos = Transform::AbsolutePosition(capturePointEntity);
|
||||
redTargets.insert(std::pair<int, glm::vec3>(capturePointID, targetPos));
|
||||
}
|
||||
if(currentOwner != blueTeamEnum) {
|
||||
//This capturePoint is not owned by the blue team and is therefor an eligible target for blue team
|
||||
glm::vec3 targetPos = Transform::AbsolutePosition(capturePointEntity);
|
||||
blueTargets.insert(std::pair<int, glm::vec3>(capturePointID, targetPos));
|
||||
}
|
||||
|
||||
if(homePointTeam == blueTeamEnum) {
|
||||
//CP is the home point for blue team.
|
||||
homeBlue = capturePointEntity;
|
||||
} else if (homePointTeam == redTeamEnum) {
|
||||
//CP is the home point for red team.
|
||||
homeRed = capturePointEntity;
|
||||
}
|
||||
}
|
||||
|
||||
if(!homeRed.Valid() || !homeBlue.Valid()) {
|
||||
//One or both teams have no home point, cant continue
|
||||
return;
|
||||
}
|
||||
|
||||
std::unordered_map<int, glm::vec3>::const_iterator got;
|
||||
//Find next target for red team.
|
||||
if((int)homeRed["CapturePoint"]["CapturePointNumber"] == lastCP) {
|
||||
//Red home base is the last capture point, count back from lastCP and find next target
|
||||
for (int i = lastCP; i >= firstCP; i--) {
|
||||
got = redTargets.find(i);
|
||||
if(got == redTargets.end()) {
|
||||
continue;
|
||||
} else {
|
||||
m_RedTeamCurrentTarget = got->second;
|
||||
break;
|
||||
}
|
||||
}
|
||||
} else if ((int)homeRed["CapturePoint"]["CapturePointNumber"] == firstCP) {
|
||||
//Red home is the first capture point, count forward from firstCP and find next target.
|
||||
for (int i = firstCP; i <= lastCP; i++) {
|
||||
got = redTargets.find(i);
|
||||
if(got == redTargets.end()) {
|
||||
//Target was not found, try the next one after that.
|
||||
continue;
|
||||
} else {
|
||||
m_RedTeamCurrentTarget = got->second;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//Find next target for blue team
|
||||
if ((int)homeBlue["CapturePoint"]["CapturePointNumber"] == lastCP) {
|
||||
//Red home base is the last capture point, count back from lastCP and find next target
|
||||
for (int i = lastCP; i >= firstCP; i--) {
|
||||
got = blueTargets.find(i);
|
||||
if (got == blueTargets.end()) {
|
||||
continue;
|
||||
} else {
|
||||
m_BlueTeamCurrentTarget = got->second;
|
||||
break;
|
||||
}
|
||||
}
|
||||
} else if ((int)homeBlue["CapturePoint"]["CapturePointNumber"] == firstCP) {
|
||||
//Red home is the first capture point, count forward from firstCP and find next target.
|
||||
for (int i = firstCP; i <= lastCP; i++) {
|
||||
got = blueTargets.find(i);
|
||||
if (got == blueTargets.end()) {
|
||||
//Target was not found, try the next one after that.
|
||||
continue;
|
||||
} else {
|
||||
m_BlueTeamCurrentTarget = got->second;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
//if red team, get red team next point, otherwise blue team next point.
|
||||
//Untill this is awailable we will just use the hardcoded value in the component.
|
||||
//This will also give us a position, so we wont need to loop through all capturePoints.
|
||||
glm::vec3 pos;
|
||||
if(currentTeam == redTeamEnum) {
|
||||
pos = m_RedTeamCurrentTarget;
|
||||
} else if (currentTeam == blueTeamEnum) {
|
||||
pos = m_BlueTeamCurrentTarget;
|
||||
}
|
||||
|
||||
glm::vec3& arrowOri = arrowEntity["Transform"]["Orientation"];
|
||||
glm::vec3 lookVector = glm::normalize(Transform::AbsolutePosition(arrowEntity) - pos); //Maybe should be player instead
|
||||
float pitch = std::asin(-lookVector.y);
|
||||
float yaw = std::atan2(lookVector.x, lookVector.z);
|
||||
arrowOri.x = pitch;
|
||||
arrowOri.y = yaw;
|
||||
arrowOri.z = 0.f;
|
||||
EntityWrapper parent = arrowEntity.Parent();
|
||||
if (parent.Valid()) {
|
||||
arrowOri -= Transform::AbsoluteOrientationEuler(parent);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool CapturePointArrowHUDSystem::OnCapturePointCaptured(Events::Captured& e)
|
||||
{
|
||||
if(!e.BlueTeamNextCapturePoint.Valid() || !e.RedTeamNextCapturePoint.Valid()) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
m_RedTeamCurrentTarget = Transform::AbsolutePosition(e.RedTeamNextCapturePoint);
|
||||
m_BlueTeamCurrentTarget = Transform::AbsolutePosition(e.BlueTeamNextCapturePoint);
|
||||
|
||||
m_InitialtargetsSet = true;
|
||||
return 0;
|
||||
}
|
||||
@@ -103,9 +103,8 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
|
||||
}
|
||||
}
|
||||
if (m_RecentlyCapturedNeedNextCapturePointNow) {
|
||||
m_CapturedEvent.NextCapturePoint = m_CapturedEvent.TeamNumberThatCapturedCapturePoint == blueTeam ?
|
||||
m_CapturePointNumberToEntityMap[nextPossibleCapturePoint["Blue"]] :
|
||||
m_CapturePointNumberToEntityMap[nextPossibleCapturePoint["Red"]];
|
||||
m_CapturedEvent.BlueTeamNextCapturePoint = m_CapturePointNumberToEntityMap[nextPossibleCapturePoint["Blue"]];
|
||||
m_CapturedEvent.RedTeamNextCapturePoint = m_CapturePointNumberToEntityMap[nextPossibleCapturePoint["Red"]];
|
||||
m_EventBroker->Publish(m_CapturedEvent);
|
||||
m_RecentlyCapturedNeedNextCapturePointNow = false;
|
||||
}
|
||||
|
||||
@@ -30,6 +30,11 @@ bool HealthSystem::OnPlayerDamaged(Events::PlayerDamage& e)
|
||||
|
||||
ComponentWrapper cHealth = e.Victim["Health"];
|
||||
double& health = cHealth["Health"];
|
||||
//if player has the boost from a defender, subtract the damage taken by StrengthOfEffect amount
|
||||
auto playerBoostDefenderEntity = e.Victim.FirstChildByName("BoostDefender");
|
||||
if (playerBoostDefenderEntity.Valid()) {
|
||||
e.Damage -= (double)playerBoostDefenderEntity["BoostDefender"]["StrengthOfEffect"];
|
||||
}
|
||||
health -= e.Damage;
|
||||
|
||||
return true;
|
||||
|
||||
@@ -5,18 +5,19 @@ PickupSpawnSystem::PickupSpawnSystem(SystemParams params)
|
||||
{
|
||||
if (IsServer) {
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &PickupSpawnSystem::OnTriggerTouch);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ETriggerLeave, &PickupSpawnSystem::OnTriggerLeave);
|
||||
}
|
||||
}
|
||||
|
||||
void PickupSpawnSystem::Update(double dt)
|
||||
{
|
||||
if (IsServer) {
|
||||
for (auto it = m_ETriggerTouchVector.begin(); it != m_ETriggerTouchVector.end(); ++it) {
|
||||
auto& healthPickupPosition = *it;
|
||||
//set the double timer value (value 3)
|
||||
healthPickupPosition.DecreaseThisRespawnTimer -= dt;
|
||||
if (healthPickupPosition.DecreaseThisRespawnTimer < 0) {
|
||||
//spawn and delete the vector item
|
||||
auto it = m_ETriggerTouchVector.begin();
|
||||
while (it != m_ETriggerTouchVector.end()) {
|
||||
auto& somePickup = *it;
|
||||
somePickup.DecreaseThisRespawnTimer -= dt;
|
||||
if (somePickup.DecreaseThisRespawnTimer < 0.0) {
|
||||
//spawn the new healthPickup
|
||||
auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/HealthPickup.xml");
|
||||
EntityFileParser parser(entityFile);
|
||||
EntityID healthPickupID = parser.MergeEntities(m_World);
|
||||
@@ -26,45 +27,76 @@ void PickupSpawnSystem::Update(double dt)
|
||||
ePickupSpawned.Pickup = EntityWrapper(m_World, healthPickupID);
|
||||
m_EventBroker->Publish(ePickupSpawned);
|
||||
|
||||
//set values from the old entity to the new entity
|
||||
//copy values from the old entity to the new entity
|
||||
auto& newHealthPickupEntity = EntityWrapper(m_World, healthPickupID);
|
||||
newHealthPickupEntity["Transform"]["Position"] = healthPickupPosition.Pos;
|
||||
newHealthPickupEntity["HealthPickup"]["HealthGain"] = healthPickupPosition.HealthGain;
|
||||
newHealthPickupEntity["HealthPickup"]["RespawnTimer"] = healthPickupPosition.RespawnTimer;
|
||||
m_World->SetParent(newHealthPickupEntity.ID, healthPickupPosition.parentID);
|
||||
newHealthPickupEntity["Transform"]["Position"] = somePickup.Pos;
|
||||
newHealthPickupEntity["HealthPickup"]["HealthGain"] = somePickup.HealthGain;
|
||||
newHealthPickupEntity["HealthPickup"]["RespawnTimer"] = somePickup.RespawnTimer;
|
||||
m_World->SetParent(newHealthPickupEntity.ID, somePickup.parentID);
|
||||
|
||||
//erase the current element (healthPickupPosition)
|
||||
m_ETriggerTouchVector.erase(it);
|
||||
//erase the current element (somePickup)
|
||||
it = m_ETriggerTouchVector.erase(it);
|
||||
} else {
|
||||
it++;
|
||||
}
|
||||
}
|
||||
//still touching PickupAtMaximum?
|
||||
for (auto& it = m_PickupAtMaximum.begin(); it != m_PickupAtMaximum.end(); ++it) {
|
||||
if (!it->player.Valid()) {
|
||||
m_PickupAtMaximum.erase(it);
|
||||
break;
|
||||
}
|
||||
if ((double)it->player["Health"]["Health"] < (double)it->player["Health"]["MaxHealth"]) {
|
||||
DoPickup(it->player, it->trigger);
|
||||
m_PickupAtMaximum.erase(it);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
bool PickupSpawnSystem::OnTriggerTouch(Events::TriggerTouch& e)
|
||||
{
|
||||
if (!e.Trigger.HasComponent("HealthPickup")) {
|
||||
return false;
|
||||
}
|
||||
double healthGiven = 0.01*(double)e.Trigger["HealthPickup"]["HealthGain"] * (double)e.Entity["Health"]["MaxHealth"];
|
||||
//cant pick up healthpacks if you are already at MaxHealth
|
||||
//if at maxhealth, save the trigger-touch to a vector since standing inside it will not re-trigger the trigger
|
||||
if ((double)e.Entity["Health"]["Health"] >= (double)e.Entity["Health"]["MaxHealth"]) {
|
||||
m_PickupAtMaximum.push_back({ e.Entity, e.Trigger });
|
||||
return false;
|
||||
}
|
||||
|
||||
//personEntered = e.Entity, thingEntered = e.Trigger
|
||||
DoPickup(e.Entity, e.Trigger);
|
||||
return true;
|
||||
}
|
||||
bool PickupSpawnSystem::OnTriggerLeave(Events::TriggerLeave& e)
|
||||
{
|
||||
if (!e.Trigger.HasComponent("HealthPickup")) {
|
||||
return false;
|
||||
}
|
||||
//triggerleave erases possible m_PickupAtMaximum
|
||||
for (auto& it = m_PickupAtMaximum.begin(); it != m_PickupAtMaximum.end(); ++it) {
|
||||
if (it->trigger.ID == e.Trigger.ID && it->player.ID == e.Entity.ID) {
|
||||
m_PickupAtMaximum.erase(it);
|
||||
break;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
void PickupSpawnSystem::DoPickup(EntityWrapper &player, EntityWrapper &trigger)
|
||||
{
|
||||
double healthGiven = 0.01*(double)trigger["HealthPickup"]["HealthGain"] * (double)player["Health"]["MaxHealth"];
|
||||
|
||||
//only the server will increase the players hp and set it in the next delta
|
||||
Events::PlayerHealthPickup ePlayerHealthPickup;
|
||||
ePlayerHealthPickup.HealthAmount = healthGiven;
|
||||
ePlayerHealthPickup.Player = e.Entity;
|
||||
ePlayerHealthPickup.Player = player;
|
||||
m_EventBroker->Publish(ePlayerHealthPickup);
|
||||
|
||||
//copy position, healthgain, respawntimer (twice since one of the values will be counted down to 0, the other will be set in the new object)
|
||||
//we need to copy all values since each value can be different for each healthPickup
|
||||
m_ETriggerTouchVector.push_back({ (glm::vec3)e.Trigger["Transform"]["Position"], e.Trigger["HealthPickup"]["HealthGain"],
|
||||
e.Trigger["HealthPickup"]["RespawnTimer"], e.Trigger["HealthPickup"]["RespawnTimer"], m_World->GetParent(e.Trigger.ID) });
|
||||
m_ETriggerTouchVector.push_back({ (glm::vec3)trigger["Transform"]["Position"], trigger["HealthPickup"]["HealthGain"],
|
||||
trigger["HealthPickup"]["RespawnTimer"], trigger["HealthPickup"]["RespawnTimer"], m_World->GetParent(trigger.ID) });
|
||||
|
||||
//delete the healthpickup
|
||||
m_World->DeleteEntity(e.Trigger.ID);
|
||||
return true;
|
||||
m_World->DeleteEntity(trigger.ID);
|
||||
}
|
||||
|
||||
@@ -62,6 +62,12 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
|
||||
float playerMovementSpeed = player["Player"]["MovementSpeed"];
|
||||
float playerCrouchSpeed = player["Player"]["CrouchSpeed"];
|
||||
glm::vec3& wishDirection = player["Player"]["CurrentWishDirection"];
|
||||
auto playerBoostAssaultEntity = player.FirstChildByName("BoostAssault");
|
||||
if (playerBoostAssaultEntity.Valid()) {
|
||||
playerMovementSpeed *= (double)playerBoostAssaultEntity["BoostAssault"]["StrengthOfEffect"];
|
||||
playerCrouchSpeed *= (double)playerBoostAssaultEntity["BoostAssault"]["StrengthOfEffect"];
|
||||
}
|
||||
|
||||
|
||||
if (player.HasComponent("Physics")) {
|
||||
ComponentWrapper cPhysics = player["Physics"];
|
||||
@@ -113,6 +119,10 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
|
||||
//if doubleTapped do Assault Dash - but only boost maximum 50.0f
|
||||
float doubleTapDashBoost = controller->AssaultDashDoubleTapped() ? 40.0f : 1.0f;
|
||||
accelerationSpeed = glm::min(doubleTapDashBoost*glm::min(accelerationSpeed, addSpeed), 50.0f);
|
||||
//if player has Boost from an Assault class, accelerate the player faster
|
||||
if (playerBoostAssaultEntity.Valid()) {
|
||||
accelerationSpeed *= (double)playerBoostAssaultEntity["BoostAssault"]["StrengthOfEffect"];
|
||||
}
|
||||
velocity += accelerationSpeed * wishDirection;
|
||||
ImGui::Text("velocity: (%f, %f, %f) |%f|", velocity.x, velocity.y, velocity.z, glm::length(velocity));
|
||||
}
|
||||
|
||||
@@ -366,9 +366,10 @@ bool AssaultWeaponBehaviour::shoot(double damage)
|
||||
return false;
|
||||
}
|
||||
|
||||
// Check for friendly fire
|
||||
|
||||
// If friendly fire - reduce damage to 0 (needed to make Boosts, Ammosharing work)
|
||||
if ((ComponentInfo::EnumType)victim["Team"]["Team"] == (ComponentInfo::EnumType)m_Player["Team"]["Team"]) {
|
||||
return false;
|
||||
damage = 0;
|
||||
}
|
||||
|
||||
// Deal damage!
|
||||
|
||||
Reference in New Issue
Block a user