Third person animations and shoot effects base work
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@@ -29,12 +29,20 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
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continue;
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}
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// Aim pitch
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EntityWrapper cameraEntity = player.FirstChildByName("Camera");
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if (cameraEntity.Valid()) {
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glm::vec3& cameraOrientation = cameraEntity["Transform"]["Orientation"];
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cameraOrientation.x += controller->Rotation().x;
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// Limit camera pitch so we don't break our necks
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cameraOrientation.x = glm::clamp(cameraOrientation.x, -glm::half_pi<float>(), glm::half_pi<float>());
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// Set third person model aim pitch
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EntityWrapper playerModel = player.FirstChildByName("PlayerModel");
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if (playerModel.Valid()) {
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ComponentWrapper cAnimationOffset = playerModel["AnimationOffset"];
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double time = (cameraOrientation.x + glm::half_pi<float>()) / glm::pi<float>();
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cAnimationOffset["Time"] = time;
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}
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}
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ComponentWrapper& cTransform = player["Transform"];
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@@ -124,24 +132,74 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
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EntityWrapper playerModel = player.FirstChildByName("PlayerModel");
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if (playerModel.Valid()) {
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ComponentWrapper cAnimation = playerModel["Animation"];
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std::string& animationName1 = cAnimation["AnimationName1"];
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std::string& animationName2 = cAnimation["AnimationName2"];
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double& animationTime1 = cAnimation["Time1"];
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double& animationTime2 = cAnimation["Time2"];
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double& animationSpeed1 = cAnimation["Speed1"];
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double& animationSpeed2 = cAnimation["Speed2"];
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double& animationWeight1 = cAnimation["Weight1"];
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double& animationWeight2 = cAnimation["Weight2"];
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float movementLength = glm::length(groundVelocity);
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//TODO: add assault dash animation here
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if (glm::length(controller->Movement()) > 0.f) {
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if (controller->Crouching()) {
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cAnimation["AnimationName1"] = "Crouch Walk";
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(double&)cAnimation["Speed1"] = 1.f * -glm::sign(controller->Movement().z);
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double forwardMovement = controller->Movement().z;
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double strafeMovement = controller->Movement().x;
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if (controller->Crouching() && animationName1 != "CrouchWalk") {
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animationName1 = "CrouchWalk";
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animationSpeed1 = 1.0 * -glm::sign(controller->Movement().z);
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} else {
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cAnimation["AnimationName1"] = "Run";
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(double&)cAnimation["Speed1"] = 2.f * -glm::sign(controller->Movement().z);
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if (glm::abs(forwardMovement) > 0) {
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if (animationName1 != "Run") {
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animationName1 = "Run";
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if (animationName2 == "StrafeLeft" || animationName2 == "StrafeRight") {
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animationTime1 = animationTime2;
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} else {
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animationTime1 = 0.0;
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}
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}
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animationSpeed1 = 2.f * -glm::sign(forwardMovement);
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}
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if (glm::abs(strafeMovement) > 0) {
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if (animationName2 != "StrafeLeft" && animationName2 != "StrafeRight") {
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if (strafeMovement < 0) {
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animationName2 = "StrafeLeft";
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}
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if (strafeMovement > 0) {
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animationName2 = "StrafeRight";
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}
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if (animationName1 == "Run") {
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animationTime2 = animationTime1;
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} else {
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animationTime2 = 0.0;
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}
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}
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animationSpeed2 = 2.f * glm::abs(strafeMovement);
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}
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double strafeWeight = glm::abs(strafeMovement) / (glm::abs(forwardMovement) + glm::abs(strafeMovement));
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animationWeight2 = strafeWeight;
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animationWeight1 = 1.0 - strafeWeight;
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}
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} else {
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if (controller->Crouching()) {
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cAnimation["AnimationName1"] = "Crouch";
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(double&)cAnimation["Speed"] = 1.f;
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animationName1 = "Crouch";
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animationName2 = "";
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animationSpeed1 = 1.0;
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animationSpeed2 = 0.0;
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animationWeight1 = 1.0;
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animationWeight2 = 0.0;
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} else {
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cAnimation["AnimationName1"] = "Hold Pos";
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(double&)cAnimation["Speed1"] = 1.f;
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animationName1 = "Idle";
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animationName2 = "";
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animationSpeed1 = 1.f;
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animationSpeed2 = 0.0;
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animationWeight1 = 1.0;
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animationWeight2 = 0.0;
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//cAnimation["AnimationName2"] = "Idle";
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}
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}
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}
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