DefenderWeapon view punch and crosshair travel with return

This commit is contained in:
2016-03-03 03:39:00 +01:00
parent 0e8b97dbba
commit 9d4441852c
8 changed files with 83 additions and 19 deletions
+1 -1
Submodule assets updated: 72530423ad...b8baf48e5e
@@ -1,6 +1,7 @@
#include "WeaponBehaviour.h"
#include "Collision/Collision.h"
#include "Core/EPlayerDamage.h"
#include "Sound/EPlaySoundOnEntity.h"
class DefenderWeaponBehaviour : public WeaponBehaviour<DefenderWeaponBehaviour>
{
@@ -16,6 +17,7 @@ public:
void OnPrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi) override;
void OnCeasePrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi) override;
void OnReload(ComponentWrapper cWeapon, WeaponInfo& wi) override;
void OnHolster(ComponentWrapper cWeapon, WeaponInfo& wi) override;
bool OnInputCommand(ComponentWrapper cWeapon, WeaponInfo& wi, const Events::InputCommand& e) override;
private:
@@ -6,13 +6,16 @@
<MaxAmmo>64</MaxAmmo>
<BaseDamage>90</BaseDamage>
<SpreadAngle>0.174533</SpreadAngle> <!-- 0.174533 = 10 degrees -->
<MaxTravelAngle>0.174533</MaxTravelAngle> <!-- 0.174533 = 10 degrees -->
<NumPellets>10</NumPellets>
<RPM>120</RPM>
<ViewPunch>0.01</ViewPunch>
<ViewPunch>0.03</ViewPunch>
<ViewReturnSpeed>0.2</ViewReturnSpeed>
<ReloadTime>0.5</ReloadTime>
<Slot><Primary/></Slot>
<TriggerHeld>false</TriggerHeld>
<FireCooldown>0</FireCooldown>
<IsReloading>false</IsReloading>
<ReloadTimer>0</ReloadTimer>
<CurrentTravel>0</CurrentTravel>
</DefenderWeapon>
@@ -37,6 +37,9 @@
<xs:element name="SpreadAngle" type="t:float" minOccurs="0">
<xs:annotation><xs:documentation>Spread angle in radians</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="MaxTravelAngle" type="t:float" minOccurs="0">
<xs:annotation><xs:documentation>Maximum vertical aim travel angle in radians</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="NumPellets" type="t:int" minOccurs="0"/>
<xs:element name="RPM" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>Rate of fire in rounds per minute</xs:documentation></xs:annotation>
@@ -44,6 +47,9 @@
<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="ViewReturnSpeed" type="t:float" minOccurs="0">
<xs:annotation><xs:documentation>The speed in radians per second the view returns to its original position after being punched</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>
@@ -52,6 +58,7 @@
<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:element name="CurrentTravel" type="t:float" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
+6 -6
View File
@@ -26,7 +26,7 @@
<Components>
<c:SpawnPoint/>
<c:Model>
<Resource>Models/Characters/Assault/AssaultTPose.mesh</Resource>
<Resource>Models/Characters/Assault/AssaultRed.mesh</Resource>
<Color A="1" B="0" G="0" R="1"/>
</c:Model>
<c:Transform>
@@ -39,7 +39,7 @@
<Components>
<c:SpawnPoint/>
<c:Model>
<Resource>Models/Characters/Assault/AssaultTPose.mesh</Resource>
<Resource>Models/Characters/Assault/AssaultRed.mesh</Resource>
<Color A="1" B="0.0117647061" G="0" R="1"/>
</c:Model>
<c:Transform>
@@ -94,11 +94,11 @@
<Components>
<c:SpawnPoint/>
<c:Model>
<Resource>Models/Characters/Assault/AssaultTPose.mesh</Resource>
<Resource>Models/Characters/Assault/AssaultBlue.mesh</Resource>
<Color A="1" B="1" G="0.254901975" R="0"/>
</c:Model>
<c:Transform>
<Position X="0.800000012" Y="0" Z="0"/>
<Position X="-0.600000024" Y="0" Z="0"/>
</c:Transform>
</Components>
<Children/>
@@ -107,11 +107,11 @@
<Components>
<c:SpawnPoint/>
<c:Model>
<Resource>Models/Characters/Assault/AssaultTPose.mesh</Resource>
<Resource>Models/Characters/Assault/AssaultBlue.mesh</Resource>
<Color A="1" B="1" G="0.254901975" R="0"/>
</c:Model>
<c:Transform>
<Position X="-0.600000024" Y="0" Z="0"/>
<Position X="0.800000012" Y="0" Z="0"/>
</c:Transform>
</Components>
<Children/>
+6 -7
View File
@@ -458,7 +458,7 @@
<AnimationName3></AnimationName3>
</c:Animation>
<c:Model>
<Resource>Models/Characters/Assault/FirstPerson.mesh</Resource>
<Resource>Models/Characters/Assault/Test/FirstPerson.mesh</Resource>
<Color A="1" B="1" G="0.309803933" R="0"/>
</c:Model>
<c:Transform/>
@@ -524,8 +524,7 @@
<Entity name="PlayerModel">
<Components>
<c:Animation>
<AnimationName1>Idle</AnimationName1>
<Time1>0.013134522267137072</Time1>
<AnimationName1>IdleF</AnimationName1>
<Speed1>1</Speed1>
<AnimationName2></AnimationName2>
<AnimationName3></AnimationName3>
@@ -537,8 +536,8 @@
<c:Shielded/>
<c:HiddenForLocalPlayer/>
<c:Model>
<Resource>Models/Characters/Assault/AssaultAnimations.mesh</Resource>
<Color A="1" B="1" G="0.309803933" R="0"/>
<Resource>Models/Characters/Assault/AssaultBlue.mesh</Resource>
<Color A="1" B="1" G="0.952941179" R="1"/>
</c:Model>
<c:Transform/>
</Components>
@@ -573,8 +572,8 @@
<EntityFile>Schema/Entities/SidearmWeaponWorld.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.156846598" Y="1.03287792" Z="-0.216207206"/>
<Orientation X="-0.0626498386" Y="-0.0301200207" Z="0.12067578"/>
<Position X="0.15691258" Y="1.04389966" Z="-0.213815808"/>
<Orientation X="-0.00425229501" Y="-0.0330814682" Z="0.137528151"/>
</c:Transform>
</Components>
<Children/>
@@ -10,9 +10,11 @@ void DefenderWeaponBehaviour::UpdateComponent(EntityWrapper& entity, ComponentWr
void DefenderWeaponBehaviour::UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo& wi, double dt)
{
// Decrement reload timer
double& reloadTimer = cWeapon["ReloadTimer"];
reloadTimer = glm::max(0.0, reloadTimer - dt);
// Handle reloading
double reloadTime = cWeapon["ReloadTime"];
bool& isReloading = cWeapon["IsReloading"];
if (isReloading && reloadTimer <= 0.0) {
@@ -23,11 +25,31 @@ void DefenderWeaponBehaviour::UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo&
ammo -= 1;
magAmmo += 1;
reloadTimer = reloadTime;
Events::PlaySoundOnEntity e;
e.EmitterID = wi.Player.ID;
e.FilePath = "Audio/weapon/Zoom.wav";
m_EventBroker->Publish(e);
} else {
isReloading = false;
}
}
// Restore view angle
if (IsClient) {
float& currentTravel = cWeapon["CurrentTravel"];
float& returnSpeed = cWeapon["ViewReturnSpeed"];
if (currentTravel > 0) {
float change = returnSpeed * dt;
currentTravel = glm::max(0.f, currentTravel - change);
EntityWrapper camera = wi.Player.FirstChildByName("Camera");
if (camera.Valid()) {
glm::vec3& cameraOrientation = camera["Transform"]["Orientation"];
cameraOrientation.x -= change;
}
}
}
// Fire if we're able to fire
if (canFire(cWeapon, wi)) {
fireShell(cWeapon, wi);
}
@@ -71,6 +93,16 @@ void DefenderWeaponBehaviour::OnReload(ComponentWrapper cWeapon, WeaponInfo& wi)
reloadTimer = reloadTime;
}
void DefenderWeaponBehaviour::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;
}
bool DefenderWeaponBehaviour::OnInputCommand(ComponentWrapper cWeapon, WeaponInfo& wi, const Events::InputCommand& e)
{
if (e.Command == "SpecialAbility" && IsServer) {
@@ -114,11 +146,29 @@ void DefenderWeaponBehaviour::fireShell(ComponentWrapper cWeapon, WeaponInfo& wi
std::vector<glm::vec2> pelletAngles;
for (int i = 0; i < numPellets; i++) {
pelletAngles.push_back(glm::vec2(randomSpreadAngle(m_RandomEngine), randomSpreadAngle(m_RandomEngine)));
LOG_DEBUG("%f %f", pelletAngles[i].x, pelletAngles[i].y);
}
double pelletDamage = (double)cWeapon["BaseDamage"] / numPellets;
// View punch
if (IsClient) {
EntityWrapper camera = wi.Player.FirstChildByName("Camera");
if (camera.Valid()) {
glm::vec3& cameraOrientation = camera["Transform"]["Orientation"];
float viewPunch = cWeapon["ViewPunch"];
float maxTravelAngle = cWeapon["MaxTravelAngle"];
float& currentTravel = cWeapon["CurrentTravel"];
if (currentTravel < maxTravelAngle) {
float change = viewPunch;
if (currentTravel + change > maxTravelAngle) {
change = maxTravelAngle - currentTravel;
}
cameraOrientation.x += change;
currentTravel += change;
}
}
}
// Tracers
EntityWrapper weaponModelEntity;
if (wi.Player == LocalPlayer) {
@@ -140,6 +190,12 @@ void DefenderWeaponBehaviour::fireShell(ComponentWrapper cWeapon, WeaponInfo& wi
dealDamage(cWeapon, wi, direction, pelletDamage);
}
}
// Sound
Events::PlaySoundOnEntity e;
e.EmitterID = wi.Player.ID;
e.FilePath = "Audio/weapon/Blast.wav";
m_EventBroker->Publish(e);
}
void DefenderWeaponBehaviour::dealDamage(ComponentWrapper cWeapon, WeaponInfo& wi, glm::vec3 direction, double damage)
@@ -206,7 +262,6 @@ bool DefenderWeaponBehaviour::canFire(ComponentWrapper cWeapon, WeaponInfo& wi)
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;
}
@@ -45,8 +45,6 @@ void SidearmWeaponBehaviour::OnHolster(ComponentWrapper cWeapon, WeaponInfo& wi)
// Cancel any reload
cWeapon["IsReloading"] = false;
cWeapon["ReloadTimer"] = 0.0;
LOG_DEBUG("HOLSTER");
}
void SidearmWeaponBehaviour::fireBullet(ComponentWrapper cWeapon, WeaponInfo& wi)