Merge commit '0e8b97dbbade6bb39c6f2b8af6c1cfc43ce67cde' into ScoreBoard
# Conflicts: # resources/Schema/Entities/Player.xml # src/Game/Game.cpp
This commit is contained in:
@@ -27,6 +27,7 @@ struct EntityWrapper
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bool HasComponent(const std::string& componentType);
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void AttachComponent(const char* componentName);
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EntityWrapper Parent();
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EntityWrapper FirstParentByName(const std::string& parentEntityName);
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EntityWrapper FirstChildByName(const std::string& name);
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EntityWrapper FirstParentWithComponent(const std::string& componentType);
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EntityWrapper Clone(EntityWrapper parent = EntityWrapper::Invalid);
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@@ -22,6 +22,7 @@
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#include "../Core/ELockMouse.h"
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#include "../Core/EFileDropped.h"
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#include "../Rendering/Texture.h"
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#include "Game/Events/ESpawnerSpawn.h"
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class EditorGUI
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{
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@@ -1,17 +0,0 @@
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#ifndef AmmunitionHUDSystem_h__
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#define AmmunitionHUDSystem_h__
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#include "../../Engine/Core/System.h"
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#include "../../Engine/GLM.h"
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class AmmunitionHUDSystem : public ImpureSystem
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{
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public:
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AmmunitionHUDSystem(SystemParams params)
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: System(params)
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{ }
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virtual void Update(double dt) override;
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};
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#endif
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@@ -0,0 +1,19 @@
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#ifndef AmmunitionHUDSystem_h__
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#define AmmunitionHUDSystem_h__
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#include <boost/lexical_cast.hpp>
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#include "../../Engine/Core/System.h"
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#include "../../Engine/GLM.h"
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class TextFieldReader : public PureSystem
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{
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public:
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TextFieldReader(SystemParams params)
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: System(params)
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, PureSystem("TextFieldReader")
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{ }
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cTextFieldReader, double dt) override;
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};
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#endif
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@@ -1,7 +1,6 @@
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#include "WeaponBehaviour.h"
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#include "Collision/Collision.h"
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#include "Core/EPlayerDamage.h"
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#include "Rendering/ESetCamera.h"
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class DefenderWeaponBehaviour : public WeaponBehaviour<DefenderWeaponBehaviour>
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{
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@@ -10,29 +9,24 @@ public:
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: System(systemParams)
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, WeaponBehaviour(systemParams, "DefenderWeapon", renderer, collisionOctree)
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, m_RandomEngine(m_RandomDevice())
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{
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EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &DefenderWeaponBehaviour::OnSetCamera);
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}
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{ }
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void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt) override;
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void UpdateWeapon(WeaponInfo& wi, double dt) override;
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void OnPrimaryFire(WeaponInfo& wi) override;
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void OnCeasePrimaryFire(WeaponInfo& wi) override;
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bool OnInputCommand(WeaponInfo& wi, const Events::InputCommand& e) override;
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void UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo& wi, double dt) override;
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void OnPrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi) override;
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void OnCeasePrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi) override;
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void OnReload(ComponentWrapper cWeapon, WeaponInfo& wi) override;
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bool OnInputCommand(ComponentWrapper cWeapon, WeaponInfo& wi, const Events::InputCommand& e) override;
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private:
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std::random_device m_RandomDevice;
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std::mt19937 m_RandomEngine;
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EntityWrapper m_CurrentCamera;
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EventRelay<DefenderWeaponBehaviour, Events::SetCamera> m_ESetCamera;
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bool OnSetCamera(const Events::SetCamera& e);
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// Weapon functions
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void fireShell(WeaponInfo& wi);
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void dealDamage(WeaponInfo& wi, glm::vec3 direction, double damage);
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void fireShell(ComponentWrapper cWeapon, WeaponInfo& wi);
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void dealDamage(ComponentWrapper cWeapon, WeaponInfo& wi, glm::vec3 direction, double damage);
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bool canFire(ComponentWrapper cWeapon, WeaponInfo& wi);
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// Utility
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float traceRayDistance(glm::vec3 origin, glm::vec3 direction);
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Camera cameraFromEntity(EntityWrapper camera);
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};
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@@ -0,0 +1,33 @@
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#include "WeaponBehaviour.h"
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#include "Collision/Collision.h"
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#include "Core/EPlayerDamage.h"
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class SidearmWeaponBehaviour : public WeaponBehaviour<SidearmWeaponBehaviour>
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{
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public:
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SidearmWeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree)
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: System(systemParams)
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, WeaponBehaviour(systemParams, "SidearmWeapon", renderer, collisionOctree)
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, m_RandomEngine(m_RandomDevice())
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{ }
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void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt) override;
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void UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo& wi, double dt) override;
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void OnPrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi) override;
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void OnCeasePrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi) override;
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void OnEquip(ComponentWrapper cWeapon, WeaponInfo& wi) override;
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void OnHolster(ComponentWrapper cWeapon, WeaponInfo& wi) override;
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private:
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std::random_device m_RandomDevice;
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std::mt19937 m_RandomEngine;
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// Weapon functions
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void fireBullet(ComponentWrapper cWeapon, WeaponInfo& wi);
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//void dealDamage(WeaponInfo& wi, glm::vec3 direction, double damage);
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// Utility
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bool canFire(ComponentWrapper cWeapon);
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bool playerInFirstPerson(EntityWrapper player);
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//float traceRayDistance(glm::vec3 origin, glm::vec3 direction);
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};
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@@ -7,6 +7,7 @@
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#include "Collision/EntityAABB.h"
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#include "Input/EInputCommand.h"
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#include "Systems/SpawnerSystem.h"
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#include "Rendering/ESetCamera.h"
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template <typename ETYPE>
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class WeaponBehaviour : public PureSystem
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@@ -21,41 +22,81 @@ public:
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, m_CollisionOctree(collisionOctree)
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{
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EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &WeaponBehaviour::_OnInputCommand)
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EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &WeaponBehaviour::_OnSetCamera)
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}
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virtual ~WeaponBehaviour() = default;
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt) override
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{
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auto weapon = getActiveWeapon(entity);
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if (!weapon) {
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return;
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} else {
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UpdateWeapon(*weapon, dt);
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UpdateWeapon(cWeapon, *weapon, dt);
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}
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}
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protected:
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struct WeaponInfo
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{
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std::string WeaponComponent;
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EntityWrapper Player;
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EntityWrapper WeaponEntity;
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EntityWrapper FirstPersonEntity;
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EntityWrapper ThirdPersonEntity;
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ComponentWrapper GetComponent() { return WeaponEntity[WeaponComponent]; }
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};
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IRenderer* m_Renderer;
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EntityWrapper m_CurrentCamera;
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Octree<EntityAABB>* m_CollisionOctree;
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std::unordered_map<EntityWrapper, WeaponInfo> m_ActiveWeapons;
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virtual void UpdateWeapon(WeaponInfo& wi, double dt) { }
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virtual void OnPrimaryFire(WeaponInfo& wi) { }
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virtual void OnCeasePrimaryFire(WeaponInfo& wi) { }
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virtual void OnReload(WeaponInfo& wi) { }
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virtual bool OnInputCommand(WeaponInfo& wi, const Events::InputCommand& e) { return false; }
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virtual void UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo& wi, double dt) { }
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virtual void OnPrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi) { }
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virtual void OnCeasePrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi) { }
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virtual void OnReload(ComponentWrapper cWeapon, WeaponInfo& wi) { }
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virtual void OnEquip(ComponentWrapper cWeapon, WeaponInfo& wi) { }
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virtual void OnHolster(ComponentWrapper cWeapon, WeaponInfo& wi) { }
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virtual bool OnInputCommand(ComponentWrapper cWeapon, WeaponInfo& wi, const Events::InputCommand& e) { return false; }
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bool isPlayerInFirstPerson(EntityWrapper player)
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{
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if (!m_CurrentCamera.Valid()) {
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return false;
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} else {
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return m_CurrentCamera == player || m_CurrentCamera.IsChildOf(player);
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}
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}
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// Returns wi.FirstPersonEntity or wi.ThirdPersonEntity depending on
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// if the player is in first person mode or not.
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EntityWrapper getRelevantWeaponModelEntity(WeaponInfo& wi)
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{
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if (isPlayerInFirstPerson(wi.Player)) {
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return wi.FirstPersonEntity;
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} else {
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return wi.ThirdPersonEntity;
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}
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}
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float traceRayDistance(glm::vec3 origin, glm::vec3 direction)
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{
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float distance;
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glm::vec3 pos;
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auto entity = Collision::EntityFirstHitByRay(Ray(origin, direction), m_CollisionOctree, distance, pos);
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if (entity) {
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return distance;
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} else {
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return 100.f;
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}
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}
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private:
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EventRelay<ETYPE, Events::SetCamera> m_ESetCamera;
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bool _OnSetCamera(const Events::SetCamera& e)
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{
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m_CurrentCamera = e.CameraEntity;
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return true;
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}
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EventRelay<ETYPE, Events::InputCommand> m_EInputCommand;
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bool _OnInputCommand(const Events::InputCommand& e)
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{
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@@ -70,15 +111,19 @@ private:
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}
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// Make sure the player has this weapon
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auto weapon = getWeaponComponent(player);
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if (!weapon) {
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auto cWeapon = getWeaponComponent(player);
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if (!cWeapon) {
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return false;
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}
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// Weapon selection
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if (e.Command == "SelectWeapon") {
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if (static_cast<ComponentInfo::EnumType>(e.Value) == static_cast<ComponentInfo::EnumType>((*weapon)["Slot"])) {
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selectWeapon(player);
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if (e.Value > 0) {
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if (static_cast<ComponentInfo::EnumType>(e.Value) == static_cast<ComponentInfo::EnumType>((*cWeapon)["Slot"])) {
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selectWeapon(*cWeapon, player);
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} else {
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holsterWeapon(*cWeapon, player);
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}
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}
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}
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@@ -91,18 +136,18 @@ private:
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// Fire
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if (e.Command == "PrimaryFire") {
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if (e.Value > 0) {
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OnPrimaryFire(*activeWeapon);
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OnPrimaryFire(*cWeapon, *activeWeapon);
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} else {
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OnCeasePrimaryFire(*activeWeapon);
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OnCeasePrimaryFire(*cWeapon, *activeWeapon);
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}
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}
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// Reload
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if (e.Command == "Reload" && e.Value != 0) {
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OnReload(*activeWeapon);
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OnReload(*cWeapon, *activeWeapon);
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}
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return OnInputCommand(*activeWeapon, e);
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return OnInputCommand(*cWeapon, *activeWeapon, e);
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}
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boost::optional<ComponentWrapper> getWeaponComponent(EntityWrapper player)
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@@ -129,8 +174,13 @@ private:
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return activeWeapon;
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}
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void selectWeapon(EntityWrapper player)
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void selectWeapon(ComponentWrapper cWeapon, EntityWrapper player)
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{
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// Don't reselect weapon if it's already active
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if (getActiveWeapon(player)) {
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return;
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}
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// Find the weapon attachments matching the weapon type
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std::vector<EntityWrapper> weaponAttachments = player.ChildrenWithComponent("WeaponAttachment");
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EntityWrapper firstPersonAttachment;
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@@ -152,14 +202,6 @@ private:
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return;
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}
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// Purge other weapon entities
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for (auto& attachment : weaponAttachments) {
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//if (attachment == firstPersonAttachment || attachment == thirdPersonAttachment) {
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// continue;
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//}
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attachment.DeleteChildren();
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}
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// Spawn the weapon(s)
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EntityWrapper firstPersonWeapon;
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EntityWrapper thirdPersonWeapon;
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@@ -170,11 +212,36 @@ private:
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thirdPersonWeapon = SpawnerSystem::Spawn(thirdPersonAttachment, thirdPersonAttachment);
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}
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m_ActiveWeapons[player].WeaponComponent = m_ComponentType;
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m_ActiveWeapons[player].Player = player;
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m_ActiveWeapons[player].WeaponEntity = player;
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m_ActiveWeapons[player].FirstPersonEntity = firstPersonWeapon;
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m_ActiveWeapons[player].ThirdPersonEntity = thirdPersonWeapon;
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WeaponInfo& wi = m_ActiveWeapons[player];
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wi.Player = player;
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wi.WeaponEntity = player;
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wi.FirstPersonEntity = firstPersonWeapon;
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wi.ThirdPersonEntity = thirdPersonWeapon;
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OnEquip(cWeapon, wi);
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}
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void holsterWeapon(ComponentWrapper cWeapon, EntityWrapper player)
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{
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auto activeWeapon = getActiveWeapon(player);
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if (!activeWeapon) {
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return;
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}
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WeaponInfo& wi = *activeWeapon;
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// Send holster event
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OnHolster(cWeapon, wi);
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// Delete weapon entities
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if (wi.FirstPersonEntity.Valid()) {
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m_World->DeleteEntity(wi.FirstPersonEntity.ID);
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}
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if (wi.ThirdPersonEntity.Valid()) {
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m_World->DeleteEntity(wi.ThirdPersonEntity.ID);
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}
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// Make weapon inactive
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m_ActiveWeapons.erase(player);
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}
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};
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@@ -45,7 +45,7 @@
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<xs:include schemaLocation="Components/Sprite.xsd"/>
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<xs:include schemaLocation="Components/Shielded.xsd"/>
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<xs:include schemaLocation="Components/CapturePointHUD.xsd"/>
|
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<xs:include schemaLocation="Components/AmmunitionHUD.xsd"/>
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<xs:include schemaLocation="Components/TextFieldReader.xsd"/>
|
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<xs:include schemaLocation="Components/Menu.xsd"/>
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<xs:include schemaLocation="Components/KillFeed.xsd"/>
|
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<xs:include schemaLocation="Components/Page.xsd"/>
|
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@@ -55,6 +55,7 @@
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<xs:include schemaLocation="Components/DoubleJump.xsd"/>
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<xs:include schemaLocation="Components/WeaponAttachment.xsd"/>
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<xs:include schemaLocation="Components/DefenderWeapon.xsd"/>
|
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<xs:include schemaLocation="Components/SidearmWeapon.xsd"/>
|
||||
<xs:include schemaLocation="Components/CapturePointGameMode.xsd"/>
|
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<xs:include schemaLocation="Components/CapturePointArrowHUD.xsd"/>
|
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<xs:include schemaLocation="Components/FloatingEffect.xsd"/>
|
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|
||||
@@ -1,3 +0,0 @@
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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
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<AmmunitionHUD xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="AmmunitionHUD.xsd">
|
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</AmmunitionHUD>
|
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@@ -1,10 +0,0 @@
|
||||
<?xml version="1.0"?>
|
||||
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
|
||||
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
|
||||
<xs:include schemaLocation="../Types/TeamEnum.xsd"/>
|
||||
<xs:element name="AmmunitionHUD">
|
||||
<xs:annotation>
|
||||
<xs:documentation>Hud element for tracking ammunition from parent with AssaultWeapon component. Child with the name "MagazineAmmo" tracks clip ammunition. Child with the name "Ammo" tracks ammo.</xs:documentation>
|
||||
</xs:annotation>
|
||||
</xs:element>
|
||||
</xs:schema>
|
||||
@@ -11,6 +11,8 @@
|
||||
<ViewPunch>0.01</ViewPunch>
|
||||
<ReloadTime>0.5</ReloadTime>
|
||||
<Slot><Primary/></Slot>
|
||||
<IsFiring>false</IsFiring>
|
||||
<TimeSinceLastFire>0</TimeSinceLastFire>
|
||||
<TriggerHeld>false</TriggerHeld>
|
||||
<FireCooldown>0</FireCooldown>
|
||||
<IsReloading>false</IsReloading>
|
||||
<ReloadTimer>0</ReloadTimer>
|
||||
</DefenderWeapon>
|
||||
@@ -4,6 +4,18 @@
|
||||
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
|
||||
<xs:include schemaLocation="../Types/WeaponSlotEnum.xsd"/>
|
||||
|
||||
<xs:complexType name="WeaponStateEnum" mixed="true">
|
||||
<xs:complexContent>
|
||||
<xs:extension base="t:enum">
|
||||
<xs:choice>
|
||||
<xs:element name="Idle" type="t:int" fixed="0" minOccurs="0"/>
|
||||
<xs:element name="Firing" type="t:int" fixed="1" minOccurs="0"/>
|
||||
<xs:element name="Reloading" type="t:int" fixed="2" minOccurs="0"/>
|
||||
</xs:choice>
|
||||
</xs:extension>
|
||||
</xs:complexContent>
|
||||
</xs:complexType>
|
||||
|
||||
<xs:element name="DefenderWeapon">
|
||||
<xs:complexType>
|
||||
<xs:all>
|
||||
@@ -36,8 +48,10 @@
|
||||
<xs:annotation><xs:documentation>Time it takes to load ONE SHELL into the weapon in seconds</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="Slot" type="WeaponSlotEnum" minOccurs="0"/>
|
||||
<xs:element name="IsFiring" type="t:bool" minOccurs="0"/>
|
||||
<xs:element name="TimeSinceLastFire" type="t:double" minOccurs="0"/>
|
||||
<xs:element name="TriggerHeld" type="t:bool" minOccurs="0"/>
|
||||
<xs:element name="FireCooldown" type="t:double" minOccurs="0"/>
|
||||
<xs:element name="IsReloading" type="t:bool" minOccurs="0"/>
|
||||
<xs:element name="ReloadTimer" type="t:double" minOccurs="0"/>
|
||||
</xs:all>
|
||||
</xs:complexType>
|
||||
</xs:element>
|
||||
|
||||
@@ -0,0 +1,16 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<SidearmWeapon xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="SidearmWeapon.xsd">
|
||||
<MagazineAmmo>16</MagazineAmmo>
|
||||
<MagazineSize>16</MagazineSize>
|
||||
<BaseDamage>20</BaseDamage>
|
||||
<RPM>500</RPM>
|
||||
<Automatic>false</Automatic>
|
||||
<ViewPunch>0.01</ViewPunch>
|
||||
<ReloadTime>0.5</ReloadTime>
|
||||
<EquipTime>0.5</EquipTime>
|
||||
<Slot><Secondary/></Slot>
|
||||
<TriggerHeld>false</TriggerHeld>
|
||||
<FireCooldown>0</FireCooldown>
|
||||
<IsReloading>false</IsReloading>
|
||||
<ReloadTimer>0</ReloadTimer>
|
||||
</SidearmWeapon>
|
||||
@@ -0,0 +1,52 @@
|
||||
<?xml version="1.0"?>
|
||||
|
||||
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
|
||||
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
|
||||
<xs:include schemaLocation="../Types/WeaponSlotEnum.xsd"/>
|
||||
|
||||
<xs:complexType name="WeaponStateEnum" mixed="true">
|
||||
<xs:complexContent>
|
||||
<xs:extension base="t:enum">
|
||||
<xs:choice>
|
||||
<xs:element name="Idle" type="t:int" fixed="0" minOccurs="0"/>
|
||||
<xs:element name="Firing" type="t:int" fixed="1" minOccurs="0"/>
|
||||
<xs:element name="Reloading" type="t:int" fixed="2" minOccurs="0"/>
|
||||
</xs:choice>
|
||||
</xs:extension>
|
||||
</xs:complexContent>
|
||||
</xs:complexType>
|
||||
|
||||
<xs:element name="SidearmWeapon">
|
||||
<xs:complexType>
|
||||
<xs:all>
|
||||
<xs:element name="MagazineAmmo" type="t:int" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Ammo currently loaded into the magazine</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="MagazineSize" type="t:int" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Max number of rounds in a magazine</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="BaseDamage" type="t:double" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Damage dealt if all shotgun pellets hit</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="RPM" type="t:double" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Rate of fire in rounds per minute</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="Automatic" type="t:bool" minOccurs="0"/>
|
||||
<xs:element name="ViewPunch" type="t:float" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>View punch in radians for each shell fired</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="ReloadTime" type="t:double" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Time it takes to load ONE SHELL into the weapon in seconds</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="EquipTime" type="t:double" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Time it takes from selecting the weapon until it's ready to fire</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="Slot" type="WeaponSlotEnum" minOccurs="0"/>
|
||||
<xs:element name="TriggerHeld" type="t:bool" minOccurs="0"/>
|
||||
<xs:element name="FireCooldown" type="t:double" minOccurs="0"/>
|
||||
<xs:element name="IsReloading" type="t:bool" minOccurs="0"/>
|
||||
<xs:element name="ReloadTimer" type="t:double" minOccurs="0"/>
|
||||
</xs:all>
|
||||
</xs:complexType>
|
||||
</xs:element>
|
||||
</xs:schema>
|
||||
@@ -0,0 +1,6 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<TextFieldReader xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="TextFieldReader.xsd">
|
||||
<ParentEntityName></ParentEntityName>
|
||||
<ComponentType></ComponentType>
|
||||
<Field></Field>
|
||||
</TextFieldReader>
|
||||
@@ -0,0 +1,21 @@
|
||||
<?xml version="1.0"?>
|
||||
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
|
||||
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
|
||||
|
||||
<xs:element name="TextFieldReader">
|
||||
<xs:annotation><xs:documentation>Reads a value from a specific field of a compoent of parent entity and writes it to the Text component on this entity.</xs:documentation></xs:annotation>
|
||||
<xs:complexType>
|
||||
<xs:all>
|
||||
<xs:element name="ParentEntityName" type="t:string" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>The name of the parent entity to read the component field from. Leave empty to read from this entity.</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="ComponentType" type="t:string" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>The component type to read the field value from.</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="Field" type="t:string" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>The field name to read the value from.</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
</xs:all>
|
||||
</xs:complexType>
|
||||
</xs:element>
|
||||
</xs:schema>
|
||||
@@ -1,16 +1,12 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Entity name="WeaponModel" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
||||
<Entity name="DefenderWeapon" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
||||
|
||||
<Components>
|
||||
<c:BoneAttachment>
|
||||
<BoneName>R_Arm_Weapon_Joint</BoneName>
|
||||
<PositionOffset X="0" Y="0.0480000004" Z="-0.183000013"/>
|
||||
</c:BoneAttachment>
|
||||
<c:Model>
|
||||
<Resource>Models/Weapons/Blue/DefenderGunBlue.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0.120430306" Y="0.775375426" Z="1.36542225"/>
|
||||
<Position X="0" Y="0.0350000001" Z="-0.295000017"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
|
||||
@@ -37,7 +33,6 @@
|
||||
</Entity>
|
||||
<Entity name="AmmunitionHUD">
|
||||
<Components>
|
||||
<c:AmmunitionHUD/>
|
||||
<c:Transform>
|
||||
<Position X="-0.0490000024" Y="0.0520000011" Z="-0.063000001"/>
|
||||
<Scale X="0.400000006" Y="0.400000006" Z="0.400000006"/>
|
||||
@@ -65,8 +60,13 @@
|
||||
<Children>
|
||||
<Entity name="MagazineAmmo">
|
||||
<Components>
|
||||
<c:TextFieldReader>
|
||||
<ParentEntityName>Player</ParentEntityName>
|
||||
<ComponentType>DefenderWeapon</ComponentType>
|
||||
<Field>MagazineAmmo</Field>
|
||||
</c:TextFieldReader>
|
||||
<c:Text>
|
||||
<Content>32</Content>
|
||||
<Content>0</Content>
|
||||
<Resource>Fonts/DroidSans.ttf,64</Resource>
|
||||
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
|
||||
</c:Text>
|
||||
@@ -78,8 +78,13 @@
|
||||
</Entity>
|
||||
<Entity name="Ammo">
|
||||
<Components>
|
||||
<c:TextFieldReader>
|
||||
<ParentEntityName>Player</ParentEntityName>
|
||||
<ComponentType>DefenderWeapon</ComponentType>
|
||||
<Field>Ammo</Field>
|
||||
</c:TextFieldReader>
|
||||
<c:Text>
|
||||
<Content>360</Content>
|
||||
<Content>0</Content>
|
||||
<Resource>Fonts/DroidSans.ttf,64</Resource>
|
||||
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
|
||||
</c:Text>
|
||||
|
||||
@@ -0,0 +1,18 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
||||
|
||||
<Components>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Effects/Ray.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<Color A="1" B="0" G="0" R="1"/>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0.690654039" Z="2.69841838"/>
|
||||
<Scale X="2" Y="0.0260000005" Z="1"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
|
||||
<Children/>
|
||||
|
||||
</Entity>
|
||||
@@ -0,0 +1,43 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
||||
|
||||
<Components>
|
||||
<c:Transform>
|
||||
<Scale X="0" Y="1" Z="1"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
|
||||
<Children>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Effects/Ray.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<Color A="1" B="0" G="0" R="1"/>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="-50"/>
|
||||
<Scale X="100" Y="0.0260000005" Z="0"/>
|
||||
<Orientation X="0" Y="-1.57099998" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Effects/Ray.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<Color A="1" B="0" G="0" R="1"/>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="-50"/>
|
||||
<Scale X="100" Y="0.0260000005" Z="0"/>
|
||||
<Orientation X="0" Y="-1.57099998" Z="3.1400001"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
|
||||
</Entity>
|
||||
@@ -0,0 +1,97 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Entity name="SidearmWeapon" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
||||
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/Weapons/SecondaryWeapon.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-0.00200000009" Y="0.0600000024" Z="-0.297000021"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
|
||||
<Children>
|
||||
<Entity name="WeaponMuzzle">
|
||||
<Components>
|
||||
<c:Spawner>
|
||||
<EntityFile>Schema/Entities/Ray2Red.xml</EntityFile>
|
||||
</c:Spawner>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0.105000004" Z="-0.256000012"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="AmmunitionHUD">
|
||||
<Components>
|
||||
<c:TextFieldReader>
|
||||
<ParentEntityName></ParentEntityName>
|
||||
<ComponentType></ComponentType>
|
||||
<Field></Field>
|
||||
</c:TextFieldReader>
|
||||
<c:Transform>
|
||||
<Position X="-0.0300000012" Y="0.077000007" Z="-0.063000001"/>
|
||||
<Scale X="0.400000006" Y="0.400000006" Z="0.400000006"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="AmmunitionHUDBackground">
|
||||
<Components>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<Color A="0.588235319" B="0" G="0" R="0"/>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="-0.00300000003"/>
|
||||
<Scale X="0.119999997" Y="0.119999997" Z="0.119999997"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="AmmunitionText">
|
||||
<Components>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="MagazineAmmo">
|
||||
<Components>
|
||||
<c:TextFieldReader>
|
||||
<ParentEntityName>Player</ParentEntityName>
|
||||
<ComponentType>SidearmWeapon</ComponentType>
|
||||
<Field>MagazineAmmo</Field>
|
||||
</c:TextFieldReader>
|
||||
<c:Text>
|
||||
<Content>16</Content>
|
||||
<Resource>Fonts/DroidSans.ttf,64</Resource>
|
||||
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
|
||||
</c:Text>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="-0.00600000005" Z="0"/>
|
||||
<Scale X="0.0599999987" Y="0.0599999987" Z="0.0599999987"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
<Entity name="Infinity!">
|
||||
<Components>
|
||||
<c:Text>
|
||||
<Content>8</Content>
|
||||
<Resource>Fonts/DroidSans.ttf,64</Resource>
|
||||
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
|
||||
</c:Text>
|
||||
<c:Transform>
|
||||
<Position X="0.0150000006" Y="-0.029000001" Z="0"/>
|
||||
<Orientation X="0" Y="0" Z="1.5710001"/>
|
||||
<Scale X="0.0399999991" Y="0.0399999991" Z="0.0399999991"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
</Children>
|
||||
|
||||
</Entity>
|
||||
@@ -0,0 +1,27 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Entity name="SidearmWeapon" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
|
||||
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource>Models/Weapons/SecondaryWeapon.mesh</Resource>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="-0.0160000008" Y="0.0800000057" Z="-0.275000006"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
|
||||
<Children>
|
||||
<Entity name="WeaponMuzzle">
|
||||
<Components>
|
||||
<c:Spawner>
|
||||
<EntityFile>Schema/Entities/RayBlue.xml</EntityFile>
|
||||
</c:Spawner>
|
||||
<c:Transform>
|
||||
<Position X="0.0123999491" Y="0.102453232" Z="-0.273824364"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
|
||||
</Entity>
|
||||
@@ -43,7 +43,7 @@
|
||||
<xs:element ref="c:Shield" minOccurs="0"/>
|
||||
<xs:element ref="c:Shielded" minOccurs="0"/>
|
||||
<xs:element ref="c:CapturePointHUD" minOccurs="0"/>
|
||||
<xs:element ref="c:AmmunitionHUD" minOccurs="0"/>
|
||||
<xs:element ref="c:TextFieldReader" minOccurs="0"/>
|
||||
<xs:element ref="c:KillFeed" minOccurs="0"/>
|
||||
<xs:element ref="c:Sprite" minOccurs="0"/>
|
||||
<xs:element ref="c:AnimationOffset" minOccurs="0"/>
|
||||
@@ -53,6 +53,7 @@
|
||||
<xs:element ref="c:WeaponAttachment" minOccurs="0"/>
|
||||
<xs:element ref="c:AbilityCooldownHUD" minOccurs="0"/>
|
||||
<xs:element ref="c:DefenderWeapon" minOccurs="0"/>
|
||||
<xs:element ref="c:SidearmWeapon" minOccurs="0"/>
|
||||
<xs:element ref="c:CapturePointArrowHUD" minOccurs="0"/>
|
||||
<xs:element ref="c:BoostIconsHUD" minOccurs="0"/>
|
||||
<xs:element ref="c:FloatingEffect" minOccurs="0"/>
|
||||
|
||||
@@ -34,6 +34,18 @@ EntityWrapper EntityWrapper::Parent()
|
||||
}
|
||||
}
|
||||
|
||||
EntityWrapper EntityWrapper::FirstParentByName(const std::string& parentEntityName)
|
||||
{
|
||||
EntityWrapper entity = *this;
|
||||
while (entity.Parent().Valid()) {
|
||||
entity = entity.Parent();
|
||||
if (entity.Name() == parentEntityName) {
|
||||
return entity;
|
||||
}
|
||||
}
|
||||
return EntityWrapper::Invalid;
|
||||
}
|
||||
|
||||
EntityWrapper EntityWrapper::FirstChildByName(const std::string& name)
|
||||
{
|
||||
return firstChildByNameRecursive(name, this->ID);
|
||||
|
||||
@@ -338,6 +338,15 @@ bool EditorGUI::drawComponentNode(EntityWrapper entity, const ComponentInfo& ci)
|
||||
}
|
||||
}
|
||||
|
||||
if (ci.Name == "Spawner") {
|
||||
if (ImGui::Button("Activate")) {
|
||||
Events::SpawnerSpawn e;
|
||||
e.Spawner = entity;
|
||||
e.Parent = entity;
|
||||
m_EventBroker->Publish(e);
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -381,14 +390,52 @@ bool EditorGUI::drawComponentField_Vector(ComponentWrapper &c, const ComponentIn
|
||||
// Limit scale values to a minimum of 0
|
||||
return ImGui::DragFloat3("", glm::value_ptr(val), 0.1f, 0.f, std::numeric_limits<float>::max());
|
||||
} else if (field.Name == "Orientation") {
|
||||
// Make orentations have a period of 2*Pi
|
||||
glm::vec3 tempVal = glm::fmod(val, glm::vec3(glm::two_pi<float>()));
|
||||
if (ImGui::SliderFloat3("", glm::value_ptr(tempVal), 0.f, glm::two_pi<float>())) {
|
||||
val = tempVal;
|
||||
return true;
|
||||
} else {
|
||||
return false;
|
||||
//glm::vec3 tempVal = val;
|
||||
glm::vec3 originalVal = val;
|
||||
|
||||
ImVec2 cursorPos = ImGui::GetCursorScreenPos();
|
||||
glm::tvec3<bool> isSnapping(false, false, false);
|
||||
bool changed = ImGui::DragFloat3("", glm::value_ptr(val), 0.066666f);
|
||||
if (changed) {
|
||||
// Make orentations have a period of 2*Pi
|
||||
val = glm::fmod(val, glm::vec3(glm::two_pi<float>()));
|
||||
for (int i = 0; i < 3; i++) {
|
||||
if (val[i] < 0) {
|
||||
val[i] += glm::two_pi<float>();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Snap to angle
|
||||
//float snapRange = glm::pi<float>() / 15.f;
|
||||
//float snapAngle = glm::quarter_pi<float>();
|
||||
//glm::vec3 snap = glm::fmod(val, glm::vec3(snapAngle));
|
||||
//for (int i = 0; i < 3; i++) {
|
||||
// isSnapping[i] = glm::abs(snap[i] - (snapRange / 2.f)) < snapRange;
|
||||
//}
|
||||
//if (changed && ImGui::IsMouseDown(0)) {
|
||||
// glm::vec3 change = val - originalVal;
|
||||
// for (int i = 0; i < 3; i++) {
|
||||
// if (isSnapping[i] && glm::abs(change[i]) < snapRange) {
|
||||
// val[i] -= snap[i] - snapRange;
|
||||
// }
|
||||
// }
|
||||
//}
|
||||
|
||||
// Draw snapping outline
|
||||
float width = ImGui::CalcItemWidth() / 3.f;;
|
||||
float spacing = GImGui->Style.ItemInnerSpacing.x;
|
||||
for (int i = 0; i < 3; i++) {
|
||||
if (isSnapping[i]) {
|
||||
ImVec2 pos = cursorPos + ImVec2(i * (width + spacing), 0.f);
|
||||
ImRect bb(pos - ImVec2(1, 1), pos + ImVec2(width, 17));
|
||||
auto window = ImGui::GetCurrentWindow();
|
||||
const ImU32 col = window->Color(ImGuiCol_HeaderActive);
|
||||
window->DrawList->AddRect(bb.Min, bb.Max, col, 3.f);
|
||||
}
|
||||
}
|
||||
|
||||
return changed;
|
||||
} else {
|
||||
return ImGui::DragFloat3("", glm::value_ptr(val), 0.1f, std::numeric_limits<float>::lowest(), std::numeric_limits<float>::max());
|
||||
}
|
||||
|
||||
@@ -17,7 +17,7 @@ void Renderer::Initialize()
|
||||
m_TextPass->Initialize();
|
||||
|
||||
/* m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.obj");
|
||||
m_UnitQuad = ResourceManager::Load<Model>("Models/Core/UnitQuad.obj");
|
||||
m_UnitQuad = ResourceManager::Load<Model>(sModels/Core/UnitQuad.obj");
|
||||
m_UnitSphere = ResourceManager::Load<Model>("Models/Core/UnitSphere.obj");*/
|
||||
|
||||
m_ImGuiRenderPass = new ImGuiRenderPass(this, m_EventBroker);
|
||||
|
||||
+5
-3
@@ -19,6 +19,7 @@
|
||||
#include "Game/Systems/AmmoPickupSystem.h"
|
||||
#include "Game/Systems/DamageIndicatorSystem.h"
|
||||
#include "Game/Systems/Weapon/DefenderWeaponBehaviour.h"
|
||||
#include "Game/Systems/Weapon/SidearmWeaponBehaviour.h"
|
||||
#include "Rendering/AnimationSystem.h"
|
||||
#include "Game/Systems/HealthHUDSystem.h"
|
||||
#include "Rendering/BoneAttachmentSystem.h"
|
||||
@@ -26,7 +27,7 @@
|
||||
#include "../Engine/Core/UniformScaleSystem.h"
|
||||
#include "Rendering/AnimationSystem.h"
|
||||
#include "Network/MultiplayerSnapshotFilter.h"
|
||||
#include "Game/Systems/AmmunitionHUDSystem.h"
|
||||
#include "Game/Systems/TextFieldReader.h"
|
||||
#include "Game/Systems/AbilityCooldownHUDSystem.h"
|
||||
#include "Game/Systems/CapturePointArrowHUDSystem.h"
|
||||
#include "Game/Systems/KillFeedSystem.h"
|
||||
@@ -130,13 +131,14 @@ Game::Game(int argc, char* argv[])
|
||||
m_SystemPipeline->AddSystem<SpawnerSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<PlayerSpawnSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<DefenderWeaponBehaviour>(updateOrderLevel, m_Renderer, m_OctreeCollision);
|
||||
m_SystemPipeline->AddSystem<SidearmWeaponBehaviour>(updateOrderLevel, m_Renderer, m_OctreeCollision);
|
||||
m_SystemPipeline->AddSystem<LifetimeSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<CapturePointSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<CapturePointHUDSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<PickupSpawnSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<AmmoPickupSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<DamageIndicatorSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<AmmunitionHUDSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<TextFieldReader>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<AbilityCooldownHUDSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<CapturePointArrowHUDSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<KillFeedSystem>(updateOrderLevel);
|
||||
@@ -146,7 +148,7 @@ Game::Game(int argc, char* argv[])
|
||||
m_SystemPipeline->AddSystem<PickupSpawnSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<AmmoPickupSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<DamageIndicatorSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<AmmunitionHUDSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<TextFieldReader>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<KillFeedSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<BoostSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<ButtonSystem>(updateOrderLevel, m_Renderer);
|
||||
|
||||
@@ -1,36 +0,0 @@
|
||||
#include "Game/Systems/AmmunitionHUDSystem.h"
|
||||
|
||||
void AmmunitionHUDSystem::Update(double dt)
|
||||
{
|
||||
//Hud element for tracking ammunition from parent with AssaultWeapon component.Child with the name "MagazineAmmo" tracks clip ammunition.Child with the name "Ammo" tracks ammo.</xs:documentation>
|
||||
|
||||
auto ammunitionHUDs = m_World->GetComponents("AmmunitionHUD");
|
||||
if (ammunitionHUDs == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
for (auto& ammunitionHUDComponent : *ammunitionHUDs) {
|
||||
EntityWrapper entity = EntityWrapper(m_World, ammunitionHUDComponent.EntityID);
|
||||
|
||||
EntityWrapper playerEntity = entity.FirstParentWithComponent("AssaultWeapon");
|
||||
|
||||
if (!playerEntity.Valid()) {
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
EntityWrapper magazineAmmo = entity.FirstChildByName("MagazineAmmo");
|
||||
if(magazineAmmo.Valid()) {
|
||||
if(magazineAmmo.HasComponent("Text")) {
|
||||
(std::string&)magazineAmmo["Text"]["Content"] = std::to_string((int)playerEntity["AssaultWeapon"]["MagazineAmmo"]);
|
||||
}
|
||||
}
|
||||
|
||||
EntityWrapper ammo = entity.FirstChildByName("Ammo");
|
||||
if (ammo.Valid()) {
|
||||
if (ammo.HasComponent("Text")) {
|
||||
(std::string&)ammo["Text"]["Content"] = std::to_string((int)playerEntity["AssaultWeapon"]["Ammo"]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,46 @@
|
||||
#include "Game/Systems/TextFieldReader.h"
|
||||
|
||||
void TextFieldReader::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cAmmunitionHUD, double dt)
|
||||
{
|
||||
if (!entity.HasComponent("Text")) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Find the entity to read from
|
||||
const std::string& parentEntityName = cAmmunitionHUD["ParentEntityName"];
|
||||
EntityWrapper readEntity = entity;
|
||||
if (!parentEntityName.empty()) {
|
||||
readEntity = entity.FirstParentByName(parentEntityName);
|
||||
if (!readEntity.Valid()) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// Find the component to read from
|
||||
const std::string& componentType = cAmmunitionHUD["ComponentType"];
|
||||
if (componentType.empty() || !readEntity.HasComponent(componentType)) {
|
||||
return;
|
||||
}
|
||||
ComponentWrapper component = readEntity[componentType];
|
||||
|
||||
// Find the field to read from
|
||||
const std::string& fieldName = cAmmunitionHUD["Field"];
|
||||
if (fieldName.empty() || component.Info.Fields.count(fieldName) == 0) {
|
||||
return;
|
||||
}
|
||||
const ComponentInfo::Field_t& field = component.Info.Fields.at(fieldName);
|
||||
|
||||
std::string& text = entity["Text"]["Content"];
|
||||
|
||||
if (field.Type == "int") {
|
||||
text = boost::lexical_cast<std::string>((const int&)component[fieldName]);
|
||||
} else if (field.Type == "float") {
|
||||
text = boost::lexical_cast<std::string>((const float&)component[fieldName]);
|
||||
} else if (field.Type == "double") {
|
||||
text = boost::lexical_cast<std::string>((const double&)component[fieldName]);
|
||||
} else if (field.Type == "bool") {
|
||||
text = boost::lexical_cast<std::string>((const bool&)component[fieldName]);
|
||||
} else if (field.Type == "string") {
|
||||
text = (const std::string&)component[fieldName];
|
||||
}
|
||||
}
|
||||
@@ -2,40 +2,76 @@
|
||||
|
||||
void DefenderWeaponBehaviour::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt)
|
||||
{
|
||||
(double&)cWeapon["TimeSinceLastFire"] += dt;
|
||||
double& fireCooldown = cWeapon["FireCooldown"];
|
||||
fireCooldown = glm::max(0.0, fireCooldown - dt);
|
||||
|
||||
WeaponBehaviour::UpdateComponent(entity, cWeapon, dt);
|
||||
}
|
||||
|
||||
void DefenderWeaponBehaviour::UpdateWeapon(WeaponInfo& wi, double dt)
|
||||
void DefenderWeaponBehaviour::UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo& wi, double dt)
|
||||
{
|
||||
ComponentWrapper cWeapon = wi.GetComponent();
|
||||
double& reloadTimer = cWeapon["ReloadTimer"];
|
||||
reloadTimer = glm::max(0.0, reloadTimer - dt);
|
||||
|
||||
bool isFiring = cWeapon["IsFiring"];
|
||||
bool cooldownPassed = (double)cWeapon["TimeSinceLastFire"] >= (60.0 / (double)cWeapon["RPM"]);
|
||||
bool isNotShielding = wi.Player.ChildrenWithComponent("Shield").size() == 0;
|
||||
if (isFiring && cooldownPassed && isNotShielding) {
|
||||
fireShell(wi);
|
||||
double reloadTime = cWeapon["ReloadTime"];
|
||||
bool& isReloading = cWeapon["IsReloading"];
|
||||
if (isReloading && reloadTimer <= 0.0) {
|
||||
int& magAmmo = cWeapon["MagazineAmmo"];
|
||||
int& magSize = cWeapon["MagazineSize"];
|
||||
int& ammo = cWeapon["Ammo"];
|
||||
if (magAmmo < magSize && ammo > 0) {
|
||||
ammo -= 1;
|
||||
magAmmo += 1;
|
||||
reloadTimer = reloadTime;
|
||||
} else {
|
||||
isReloading = false;
|
||||
}
|
||||
}
|
||||
|
||||
if (canFire(cWeapon, wi)) {
|
||||
fireShell(cWeapon, wi);
|
||||
}
|
||||
}
|
||||
|
||||
void DefenderWeaponBehaviour::OnPrimaryFire(WeaponInfo& wi)
|
||||
void DefenderWeaponBehaviour::OnPrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi)
|
||||
{
|
||||
ComponentWrapper cWeapon = wi.GetComponent();
|
||||
cWeapon["IsFiring"] = true;
|
||||
bool cooldownPassed = (double)cWeapon["TimeSinceLastFire"] >= (60.0 / (double)cWeapon["RPM"]);
|
||||
bool isNotShielding = wi.Player.ChildrenWithComponent("Shield").size() == 0;
|
||||
if (cooldownPassed && isNotShielding) {
|
||||
fireShell(wi);
|
||||
cWeapon["TriggerHeld"] = true;
|
||||
if (canFire(cWeapon, wi)) {
|
||||
fireShell(cWeapon, wi);
|
||||
}
|
||||
}
|
||||
|
||||
void DefenderWeaponBehaviour::OnCeasePrimaryFire(WeaponInfo& wi)
|
||||
void DefenderWeaponBehaviour::OnCeasePrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi)
|
||||
{
|
||||
ComponentWrapper cWeapon = wi.GetComponent();
|
||||
cWeapon["IsFiring"] = false;
|
||||
cWeapon["TriggerHeld"] = false;
|
||||
}
|
||||
|
||||
bool DefenderWeaponBehaviour::OnInputCommand(WeaponInfo& wi, const Events::InputCommand& e)
|
||||
void DefenderWeaponBehaviour::OnReload(ComponentWrapper cWeapon, WeaponInfo& wi)
|
||||
{
|
||||
bool& isReloading = cWeapon["IsReloading"];
|
||||
if (isReloading) {
|
||||
return;
|
||||
}
|
||||
|
||||
int& magAmmo = cWeapon["MagazineAmmo"];
|
||||
int& magSize = cWeapon["MagazineSize"];
|
||||
if (magAmmo >= magSize) {
|
||||
return;
|
||||
}
|
||||
int& ammo = cWeapon["Ammo"];
|
||||
if (ammo <= 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
double reloadTime = cWeapon["ReloadTime"];
|
||||
double& reloadTimer = cWeapon["ReloadTimer"];
|
||||
|
||||
// Start reload
|
||||
isReloading = true;
|
||||
reloadTimer = reloadTime;
|
||||
}
|
||||
|
||||
bool DefenderWeaponBehaviour::OnInputCommand(ComponentWrapper cWeapon, WeaponInfo& wi, const Events::InputCommand& e)
|
||||
{
|
||||
if (e.Command == "SpecialAbility" && IsServer) {
|
||||
EntityWrapper attachment = wi.Player.FirstChildByName("ShieldAttachment");
|
||||
@@ -51,17 +87,23 @@ bool DefenderWeaponBehaviour::OnInputCommand(WeaponInfo& wi, const Events::Input
|
||||
return false;
|
||||
}
|
||||
|
||||
bool DefenderWeaponBehaviour::OnSetCamera(const Events::SetCamera& e)
|
||||
void DefenderWeaponBehaviour::fireShell(ComponentWrapper cWeapon, WeaponInfo& wi)
|
||||
{
|
||||
m_CurrentCamera = e.CameraEntity;
|
||||
return true;
|
||||
}
|
||||
cWeapon["FireCooldown"] = 60.0 / (double)cWeapon["RPM"];
|
||||
|
||||
void DefenderWeaponBehaviour::fireShell(WeaponInfo& wi)
|
||||
{
|
||||
ComponentWrapper cWeapon = wi.GetComponent();
|
||||
// Stop reloading
|
||||
bool& isReloading = cWeapon["IsReloading"];
|
||||
isReloading = false;
|
||||
|
||||
// Ammo
|
||||
int& magAmmo = cWeapon["MagazineAmmo"];
|
||||
if (magAmmo <= 0) {
|
||||
OnReload(cWeapon, wi);
|
||||
return;
|
||||
} else {
|
||||
magAmmo -= 1;
|
||||
}
|
||||
|
||||
cWeapon["TimeSinceLastFire"] = 0.0;
|
||||
int numPellets = cWeapon["NumPellets"];
|
||||
float spreadAngle = cWeapon["SpreadAngle"];
|
||||
std::uniform_real_distribution<float> randomSpreadAngle(-spreadAngle, spreadAngle);
|
||||
@@ -95,13 +137,12 @@ void DefenderWeaponBehaviour::fireShell(WeaponInfo& wi)
|
||||
orientation.x += angles.x;
|
||||
orientation.y += angles.y;
|
||||
glm::vec3 trajectory = direction * distance;
|
||||
dealDamage(wi, direction, pelletDamage);
|
||||
dealDamage(cWeapon, wi, direction, pelletDamage);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void DefenderWeaponBehaviour::dealDamage(WeaponInfo& wi, glm::vec3 direction, double damage)
|
||||
void DefenderWeaponBehaviour::dealDamage(ComponentWrapper cWeapon, WeaponInfo& wi, glm::vec3 direction, double damage)
|
||||
{
|
||||
// Only deal damage client side
|
||||
if (!IsClient) {
|
||||
@@ -160,16 +201,13 @@ void DefenderWeaponBehaviour::dealDamage(WeaponInfo& wi, glm::vec3 direction, do
|
||||
LOG_DEBUG("Damage: %f", damage);
|
||||
}
|
||||
|
||||
float DefenderWeaponBehaviour::traceRayDistance(glm::vec3 origin, glm::vec3 direction)
|
||||
bool DefenderWeaponBehaviour::canFire(ComponentWrapper cWeapon, WeaponInfo& wi)
|
||||
{
|
||||
float distance;
|
||||
glm::vec3 pos;
|
||||
auto entity = Collision::EntityFirstHitByRay(Ray(origin, direction), m_CollisionOctree, distance, pos);
|
||||
if (entity) {
|
||||
return distance;
|
||||
} else {
|
||||
return 100.f;
|
||||
}
|
||||
bool triggerHeld = cWeapon["TriggerHeld"];
|
||||
bool cooldownPassed = (double)cWeapon["FireCooldown"] <= 0.0;
|
||||
bool isNotShielding = wi.Player.ChildrenWithComponent("Shield").size() == 0;
|
||||
// TODO: Ammo checks
|
||||
return triggerHeld && cooldownPassed && isNotShielding;
|
||||
}
|
||||
|
||||
Camera DefenderWeaponBehaviour::cameraFromEntity(EntityWrapper camera)
|
||||
|
||||
@@ -0,0 +1,79 @@
|
||||
#include "Systems/Weapon/SidearmWeaponBehaviour.h"
|
||||
|
||||
void SidearmWeaponBehaviour::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt)
|
||||
{
|
||||
double& cooldown = cWeapon["FireCooldown"];
|
||||
if (cooldown > 0) {
|
||||
cooldown -= dt;
|
||||
if (cooldown < 0) {
|
||||
cooldown = 0;
|
||||
}
|
||||
}
|
||||
WeaponBehaviour::UpdateComponent(entity, cWeapon, dt);
|
||||
}
|
||||
|
||||
void SidearmWeaponBehaviour::UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo& wi, double dt)
|
||||
{
|
||||
if ((bool)cWeapon["Automatic"] && canFire(cWeapon)) {
|
||||
fireBullet(cWeapon, wi);
|
||||
}
|
||||
}
|
||||
|
||||
void SidearmWeaponBehaviour::OnPrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi)
|
||||
{
|
||||
cWeapon["TriggerHeld"] = true;
|
||||
if (canFire(cWeapon)) {
|
||||
fireBullet(cWeapon, wi);
|
||||
}
|
||||
}
|
||||
|
||||
void SidearmWeaponBehaviour::OnCeasePrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi)
|
||||
{
|
||||
cWeapon["TriggerHeld"] = false;
|
||||
}
|
||||
|
||||
void SidearmWeaponBehaviour::OnEquip(ComponentWrapper cWeapon, WeaponInfo& wi)
|
||||
{
|
||||
cWeapon["FireCooldown"] = (double)cWeapon["EquipTime"];
|
||||
}
|
||||
|
||||
void SidearmWeaponBehaviour::OnHolster(ComponentWrapper cWeapon, WeaponInfo& wi)
|
||||
{
|
||||
// Make sure the trigger is released if weapon is holstered while firing
|
||||
cWeapon["TriggerHeld"] = false;
|
||||
|
||||
// Cancel any reload
|
||||
cWeapon["IsReloading"] = false;
|
||||
cWeapon["ReloadTimer"] = 0.0;
|
||||
|
||||
LOG_DEBUG("HOLSTER");
|
||||
}
|
||||
|
||||
void SidearmWeaponBehaviour::fireBullet(ComponentWrapper cWeapon, WeaponInfo& wi)
|
||||
{
|
||||
cWeapon["FireCooldown"] = 60.0 / (double)cWeapon["RPM"];
|
||||
|
||||
// Get weapon model based on current person
|
||||
EntityWrapper weaponModelEntity = getRelevantWeaponModelEntity(wi);
|
||||
if (!weaponModelEntity.Valid()) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Tracer
|
||||
EntityWrapper tracerSpawner = weaponModelEntity.FirstChildByName("WeaponMuzzle");
|
||||
if (tracerSpawner.Valid()) {
|
||||
glm::vec3 origin = Transform::AbsolutePosition(tracerSpawner);
|
||||
glm::vec3 direction = Transform::AbsoluteOrientation(tracerSpawner) * glm::vec3(0, 0, -1);
|
||||
float distance = traceRayDistance(origin, direction);
|
||||
EntityWrapper ray = SpawnerSystem::Spawn(tracerSpawner);
|
||||
((glm::vec3&)ray["Transform"]["Scale"]).z = (distance / 100.f);
|
||||
}
|
||||
}
|
||||
|
||||
bool SidearmWeaponBehaviour::canFire(ComponentWrapper cWeapon)
|
||||
{
|
||||
bool triggerHeld = cWeapon["TriggerHeld"];
|
||||
double& cooldown = cWeapon["FireCooldown"];
|
||||
// TODO: Ammo checks
|
||||
return triggerHeld && cooldown <= 0.0;
|
||||
}
|
||||
Reference in New Issue
Block a user