Third person animations and shoot effects base work

This commit is contained in:
2016-02-11 00:08:50 +01:00
parent 6396925b68
commit 9d9c6bdf1e
13 changed files with 228 additions and 118 deletions
+67 -9
View File
@@ -29,12 +29,20 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
continue;
}
// Aim pitch
EntityWrapper cameraEntity = player.FirstChildByName("Camera");
if (cameraEntity.Valid()) {
glm::vec3& cameraOrientation = cameraEntity["Transform"]["Orientation"];
cameraOrientation.x += controller->Rotation().x;
// Limit camera pitch so we don't break our necks
cameraOrientation.x = glm::clamp(cameraOrientation.x, -glm::half_pi<float>(), glm::half_pi<float>());
// Set third person model aim pitch
EntityWrapper playerModel = player.FirstChildByName("PlayerModel");
if (playerModel.Valid()) {
ComponentWrapper cAnimationOffset = playerModel["AnimationOffset"];
double time = (cameraOrientation.x + glm::half_pi<float>()) / glm::pi<float>();
cAnimationOffset["Time"] = time;
}
}
ComponentWrapper& cTransform = player["Transform"];
@@ -124,24 +132,74 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
EntityWrapper playerModel = player.FirstChildByName("PlayerModel");
if (playerModel.Valid()) {
ComponentWrapper cAnimation = playerModel["Animation"];
std::string& animationName1 = cAnimation["AnimationName1"];
std::string& animationName2 = cAnimation["AnimationName2"];
double& animationTime1 = cAnimation["Time1"];
double& animationTime2 = cAnimation["Time2"];
double& animationSpeed1 = cAnimation["Speed1"];
double& animationSpeed2 = cAnimation["Speed2"];
double& animationWeight1 = cAnimation["Weight1"];
double& animationWeight2 = cAnimation["Weight2"];
float movementLength = glm::length(groundVelocity);
//TODO: add assault dash animation here
if (glm::length(controller->Movement()) > 0.f) {
if (controller->Crouching()) {
cAnimation["AnimationName1"] = "Crouch Walk";
(double&)cAnimation["Speed1"] = 1.f * -glm::sign(controller->Movement().z);
double forwardMovement = controller->Movement().z;
double strafeMovement = controller->Movement().x;
if (controller->Crouching() && animationName1 != "CrouchWalk") {
animationName1 = "CrouchWalk";
animationSpeed1 = 1.0 * -glm::sign(controller->Movement().z);
} else {
cAnimation["AnimationName1"] = "Run";
(double&)cAnimation["Speed1"] = 2.f * -glm::sign(controller->Movement().z);
if (glm::abs(forwardMovement) > 0) {
if (animationName1 != "Run") {
animationName1 = "Run";
if (animationName2 == "StrafeLeft" || animationName2 == "StrafeRight") {
animationTime1 = animationTime2;
} else {
animationTime1 = 0.0;
}
}
animationSpeed1 = 2.f * -glm::sign(forwardMovement);
}
if (glm::abs(strafeMovement) > 0) {
if (animationName2 != "StrafeLeft" && animationName2 != "StrafeRight") {
if (strafeMovement < 0) {
animationName2 = "StrafeLeft";
}
if (strafeMovement > 0) {
animationName2 = "StrafeRight";
}
if (animationName1 == "Run") {
animationTime2 = animationTime1;
} else {
animationTime2 = 0.0;
}
}
animationSpeed2 = 2.f * glm::abs(strafeMovement);
}
double strafeWeight = glm::abs(strafeMovement) / (glm::abs(forwardMovement) + glm::abs(strafeMovement));
animationWeight2 = strafeWeight;
animationWeight1 = 1.0 - strafeWeight;
}
} else {
if (controller->Crouching()) {
cAnimation["AnimationName1"] = "Crouch";
(double&)cAnimation["Speed"] = 1.f;
animationName1 = "Crouch";
animationName2 = "";
animationSpeed1 = 1.0;
animationSpeed2 = 0.0;
animationWeight1 = 1.0;
animationWeight2 = 0.0;
} else {
cAnimation["AnimationName1"] = "Hold Pos";
(double&)cAnimation["Speed1"] = 1.f;
animationName1 = "Idle";
animationName2 = "";
animationSpeed1 = 1.f;
animationSpeed2 = 0.0;
animationWeight1 = 1.0;
animationWeight2 = 0.0;
//cAnimation["AnimationName2"] = "Idle";
}
}
}