Merge remote-tracking branch 'origin/master' into DoubleJumpEffect

# Conflicts:
#	include/Game/Systems/PlayerMovementSystem.h
This commit is contained in:
verysecrethero
2016-02-11 15:19:01 +01:00
183 changed files with 9539 additions and 2017 deletions
+3
View File
@@ -12,3 +12,6 @@ tools/MayaExporter/x64/Debug/
tools/MayaExporter/MayaExporter/Debug/
tools/MayaExporter/MayaExporter/GeneratedFiles/
tools/MayaExporter/MayaExporter/x64/*
tools/MayaExporter/x64/*
+1 -1
Submodule assets updated: c4898d8281...c56f6380ab
+1 -1
Submodule deps updated: bf83f099ba...ed45883a44
+3 -4
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@@ -64,7 +64,7 @@ bool RayVsModel(const Ray& ray,
float& outVCoord);
bool AABBvsTriangles(const AABB& box,
const std::vector<RawModel::Vertex>& modelVertices,
const RawModel::Vertex* modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix,
glm::vec3& boxVelocity,
@@ -78,10 +78,9 @@ bool AABBVsAABB(const AABB& a, const AABB& b);
//Also outputs the minimum translation that box [a] would need in order to resolve collision.
bool AABBVsAABB(const AABB& a, const AABB& b, glm::vec3& minimumTranslation);
//Attaches an AABB which contains all vertices in the entitys Model.
bool AttachAABBComponentFromModel(EntityWrapper entity);
// Calculates an absolute AABB from an entity AABB component
boost::optional<EntityAABB> EntityAbsoluteAABB(EntityWrapper& entity);
boost::optional<EntityAABB> EntityAbsoluteAABB(EntityWrapper& entity, bool takeModelBox = false);
boost::optional<EntityAABB> AbsoluteAABBExplosionEffect(EntityWrapper& entity);
}
+2 -2
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@@ -13,8 +13,8 @@
class CollisionSystem : public PureSystem
{
public:
CollisionSystem(World* world, EventBroker* eventBroker, Octree<EntityAABB>* octree)
: System(world, eventBroker)
CollisionSystem(SystemParams params, Octree<EntityAABB>* octree)
: System(params)
, PureSystem("Collidable")
, m_Octree(octree)
{ }
@@ -0,0 +1,25 @@
#ifndef FillFrustumOctreeSystem_h__
#define FillFrustumOctreeSystem_h__
#include "../Core/System.h"
#include "../Core/Octree.h"
#include "Collision.h"
#include "EntityAABB.h"
class FillFrustumOctreeSystem : public ImpureSystem, public PureSystem
{
public:
FillFrustumOctreeSystem(SystemParams params, Octree<EntityAABB>* octree)
: System(params)
, PureSystem("Model")
, m_Octree(octree)
{ }
virtual void Update(double dt) override;
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override;
private:
Octree<EntityAABB>* m_Octree;
};
#endif
+4 -4
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@@ -1,5 +1,5 @@
#ifndef CollidableOctreeSystem_h__
#define CollidableOctreeSystem_h__
#ifndef FillOctreeSystem_h__
#define FillOctreeSystem_h__
#include "../Core/System.h"
#include "../Core/Octree.h"
@@ -9,8 +9,8 @@
class FillOctreeSystem : public ImpureSystem, public PureSystem
{
public:
FillOctreeSystem(World* world, EventBroker* eventBroker, Octree<EntityAABB>* octree, const std::string& fillComponentType)
: System(world, eventBroker)
FillOctreeSystem(SystemParams params, Octree<EntityAABB>* octree, const std::string& fillComponentType)
: System(params)
, PureSystem(fillComponentType)
, m_Octree(octree)
{ }
+2 -2
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@@ -15,8 +15,8 @@ class AABB;
class TriggerSystem : public PureSystem
{
public:
TriggerSystem(World* world, EventBroker* eventBroker, Octree<EntityAABB>* octree)
: System(world, eventBroker)
TriggerSystem(SystemParams params, Octree<EntityAABB>* octree)
: System(params)
, PureSystem("Trigger")
, m_Octree(octree)
{
+1
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@@ -13,6 +13,7 @@ struct ComponentInfo
unsigned int Allocation = 0;
std::map<std::string, std::string> FieldAnnotations;
std::map<std::string, std::map<std::string, EnumType>> FieldEnumDefinitions;
bool NetworkReplicated = true;
};
struct Field_t
+13
View File
@@ -1,6 +1,7 @@
#ifndef ComponentWrapper_h__
#define ComponentWrapper_h__
#include <boost/shared_array.hpp>
#include "../Common.h"
#include "Entity.h"
#include "ComponentInfo.h"
@@ -81,6 +82,18 @@ struct ComponentWrapper
SubscriptProxy operator[](std::string propertyName) { return SubscriptProxy(this, propertyName); }
};
// A component wrapper that "owns" its data through a shared pointer
struct SharedComponentWrapper : ComponentWrapper
{
SharedComponentWrapper(const ComponentInfo& componentInfo, boost::shared_array<char> data)
: ComponentWrapper(componentInfo, data.get())
, m_DataReference(data)
{ }
private:
boost::shared_array<char> m_DataReference;
};
// TODO: Move this to Tests once entity importing is finished
class ComponentWrapperFactory
{
@@ -3,6 +3,8 @@
#include <xercesc/framework/psvi/XSElementDeclaration.hpp>
#include <xercesc/framework/psvi/XSComplexTypeDefinition.hpp>
#include <xercesc/framework/psvi/XSAttributeUse.hpp>
#include <xercesc/framework/psvi/XSAttributeDeclaration.hpp>
#include <xercesc/framework/psvi/XSParticle.hpp>
#include <xercesc/framework/psvi/XSModelGroup.hpp>
#include <xercesc/framework/psvi/XSModelGroupDefinition.hpp>
+1 -1
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@@ -30,7 +30,7 @@ struct EntityWrapper
EntityWrapper FirstChildByName(const std::string& name);
EntityWrapper FirstParentWithComponent(const std::string& componentType);
bool IsChildOf(EntityWrapper potentialParent);
bool Valid();
bool Valid() const;
ComponentWrapper operator[](const char* componentName);
bool operator==(const EntityWrapper& e) const;
+2 -1
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@@ -5,6 +5,7 @@
#include <functional>
#include <list>
#include <tuple>
#include <set>
#include "../Common.h"
#include "Event.h"
@@ -107,7 +108,7 @@ private:
typedef std::unordered_map<ContextTypeName_t, EventRelays_t> ContextRelays_t;
ContextRelays_t m_ContextRelays;
std::vector<BaseEventRelay*> m_RelaysToSubscribe;
std::vector<std::tuple<EventID, ContextTypeName_t, EventTypeName_t>> m_RelaysToUnsubscribe;
std::unordered_map<BaseEventRelay*, std::tuple<EventID, ContextTypeName_t, EventTypeName_t>> m_RelaysToUnsubscribe;
typedef std::list<std::pair<EventTypeName_t, std::shared_ptr<Event>>> EventQueue_t;
std::shared_ptr<EventQueue_t> m_EventQueueRead;
+77
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@@ -0,0 +1,77 @@
#ifndef Frustum_h__
#define Frustum_h__
#include "../GLM.h"
#include "AABB.h"
#include <bitset>
//A frustum defined by 6 planes.
struct Frustum
{
//Contains points P in: dot(normal, P) + d = 0
struct Plane
{
glm::vec3 Normal;
float Distance;
};
enum class Output
{
Inside,
Outside,
Intersects
};
Plane Planes[6];
Frustum() = default;
Frustum(glm::mat4x4 viewProjMatrix)
{
//Order: Right, left, top, bottom, far, near.
int sign = 1;
for (int i = 0; i < 6; ++i) {
sign = -sign;
int index = i / 2;
Plane& plane = Planes[i];
plane.Normal.x = viewProjMatrix[0].w + sign * viewProjMatrix[0][index];
plane.Normal.y = viewProjMatrix[1].w + sign * viewProjMatrix[1][index];
plane.Normal.z = viewProjMatrix[2].w + sign * viewProjMatrix[2][index];
plane.Distance = viewProjMatrix[3].w + sign * viewProjMatrix[3][index];
float divByNormalLength = 1.0f / glm::length(plane.Normal);
plane.Normal *= divByNormalLength;
plane.Distance *= divByNormalLength;
}
}
Output VsAABB(const AABB& box) const
{
const glm::vec3& maxCorner = box.MaxCorner();
const glm::vec3& minCorner = box.MinCorner();
bool completelyInside = true;
for (const Plane& p : Planes) {
bool anyWasInside = false;
bool anyWasOutside = false;
//If points are on both sides of the plane, we can stop.
for (int i = 0; i < 8 && (!anyWasInside || !anyWasOutside); ++i) {
std::bitset<3> bits(i);
glm::vec3 corner;
corner.x = bits.test(0) ? maxCorner.x : minCorner.x;
corner.y = bits.test(1) ? maxCorner.y : minCorner.y;
corner.z = bits.test(2) ? maxCorner.z : minCorner.z;
if (glm::dot(p.Normal, corner) > -p.Distance) {
anyWasInside = true;
} else {
anyWasOutside = true;
}
}
if (!anyWasInside) {
return Output::Outside;
}
if (anyWasOutside) {
completelyInside = false;
}
}
return completelyInside ? Output::Inside : Output::Intersects;
}
};
#endif
+55 -3
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@@ -5,9 +5,8 @@
#include "../Common.h"
#include "AABB.h"
//Fwd declarations.
class Ray;
#include "Frustum.h"
#include "Ray.h"
namespace OctSpace
{
@@ -40,6 +39,8 @@ public:
//The type Box must be AABB, or inherit from AABB.
template<typename Box>
void ObjectsInSameRegion(const Box& box, std::vector<T>& outObjects);
//Get the objects that are inside the frustum, the objects are put in outObjects.
void ObjectsInFrustum(const Frustum& frustum, std::vector<T>& outObjects);
//Empty the tree of all objects, static and dynamic.
void ClearObjects();
//Empty the tree of all dynamic objects. Static objects remain in the tree.
@@ -97,6 +98,8 @@ struct Child
void AddStaticObject(const AABB& box);
template<typename T, typename Box>
void ObjectsInSameRegion(const Box& box, std::vector<T>& outObjects) const;
template<typename T>
void ObjectsInFrustum(const Frustum& frustum, std::vector<T>& outObjects, bool takeAllDontTest) const;
void ClearObjects();
void ClearDynamicObjects();
bool RayCollides(const Ray& ray, Output& data) const;
@@ -154,6 +157,13 @@ void Octree<T>::ObjectsInSameRegion(const Box& box, std::vector<T>& outObjects)
m_Root->ObjectsInSameRegion(box, outObjects);
}
template<typename T>
void Octree<T>::ObjectsInFrustum(const Frustum& frustum, std::vector<T>& outObjects)
{
falsifyObjectChecks();
m_Root->ObjectsInFrustum(frustum, outObjects, false);
}
template<typename T>
void Octree<T>::ClearObjects()
{
@@ -230,4 +240,46 @@ void OctSpace::Child::ObjectsInSameRegion(const Box& box, std::vector<T>& outObj
}
}
template<typename T>
void OctSpace::Child::ObjectsInFrustum(const Frustum& frustum, std::vector<T>& outObjects, bool takeAllDontTest) const
{
if (hasChildren()) {
for (const Child* c : m_Children) {
Frustum::Output out = Frustum::Output::Inside;
if (!takeAllDontTest) {
out = frustum.VsAABB(c->m_Box);
if (out == Frustum::Output::Outside) {
continue;
}
}
c->ObjectsInFrustum(frustum, outObjects, out == Frustum::Output::Inside);
}
} else {
size_t startIndex = outObjects.size();
int numDuplicates = 0;
outObjects.resize(outObjects.size() + m_StaticObjIndices.size() + m_DynamicObjIndices.size());
for (size_t i = 0; i < m_StaticObjIndices.size(); ++i) {
ContainedObject& obj = m_StaticObjectsRef[m_StaticObjIndices[i]];
if (obj.Checked || frustum.VsAABB(*obj.Box) == Frustum::Output::Outside) {
++numDuplicates;
} else {
obj.Checked = true;
outObjects[startIndex + i - numDuplicates] = *static_cast<T*>(obj.Box.get());
}
}
for (size_t i = 0; i < m_DynamicObjIndices.size(); ++i) {
ContainedObject& obj = m_DynamicObjectsRef[m_DynamicObjIndices[i]];
if (obj.Checked || frustum.VsAABB(*obj.Box) == Frustum::Output::Outside) {
++numDuplicates;
} else {
obj.Checked = true;
outObjects[startIndex + i - numDuplicates] = *static_cast<T*>(obj.Box.get());
}
}
for (size_t i = 0; i < numDuplicates; ++i) {
outObjects.pop_back();
}
}
}
#endif
+40 -6
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@@ -5,21 +5,55 @@
#include "World.h"
#include "EntityWrapper.h"
#include "ComponentWrapper.h"
#include "EPlayerSpawned.h"
struct SystemParams
{
SystemParams(::World* World, ::EventBroker* EventBroker, bool IsClient, bool IsServer)
: World(World)
, EventBroker(EventBroker)
, IsClient(IsClient)
, IsServer(IsServer)
{ }
::World* World;
::EventBroker* EventBroker;
bool IsClient = false;
bool IsServer = false;
};
class System
{
friend class SystemPipeline;
protected:
System(World* world, EventBroker) { }
System(World* world, EventBroker* eventBroker)
: m_World(world)
, m_EventBroker(eventBroker)
{ }
System(SystemParams params)
: m_World(params.World)
, m_EventBroker(params.EventBroker)
, IsClient(params.IsClient)
, IsServer(params.IsServer)
{
if (IsClient) {
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &System::setLocalPlayer);
}
}
virtual ~System() = default;
World* m_World;
EventBroker* m_EventBroker;
bool IsClient = false;
bool IsServer = false;
EntityWrapper LocalPlayer = EntityWrapper::Invalid;
private:
EventRelay<System, Events::PlayerSpawned> m_EPlayerSpawned;
virtual bool setLocalPlayer(Events::PlayerSpawned& e)
{
if (e.PlayerID == -1) {
LocalPlayer = e.Player;
}
return true;
}
};
class PureSystem : public virtual System
@@ -34,7 +68,7 @@ protected:
const std::string m_ComponentType;
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cComponent, double dt) = 0;
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cPlayer, double dt) = 0;
};
class ImpureSystem : public virtual System
+9 -2
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@@ -10,9 +10,11 @@
class SystemPipeline
{
public:
SystemPipeline(World* world, EventBroker* eventBroker)
SystemPipeline(World* world, EventBroker* eventBroker, bool isClient, bool isServer)
: m_World(world)
, m_EventBroker(eventBroker)
, m_IsClient(isClient)
, m_IsServer(isServer)
{
EVENT_SUBSCRIBE_MEMBER(m_EPause, &SystemPipeline::OnPause);
EVENT_SUBSCRIBE_MEMBER(m_EResume, &SystemPipeline::OnResume);
@@ -35,7 +37,7 @@ public:
m_OrderedSystemGroups.resize(updateOrderLevel + 1);
}
UnorderedSystems& group = m_OrderedSystemGroups[updateOrderLevel];
System* system = new T(m_World, m_EventBroker, args...);
System* system = new T(SystemParams(m_World, m_EventBroker, m_IsClient, m_IsServer), args...);
group.Systems[typeid(T).name()] = system;
PureSystem* pureSystem = dynamic_cast<PureSystem*>(system);
@@ -59,6 +61,9 @@ public:
dt = 0.0;
}
// Process utility events for the System base class
m_EventBroker->Process<System>();
for (UnorderedSystems& group : m_OrderedSystemGroups) {
// Process events
for (auto& pair : group.Systems) {
@@ -88,6 +93,8 @@ public:
private:
World* m_World;
EventBroker* m_EventBroker;
bool m_IsClient = false;
bool m_IsServer = false;
bool m_Paused = false;
struct UnorderedSystems
+1 -1
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@@ -8,7 +8,7 @@
class UniformScaleSystem : public PureSystem
{
public:
UniformScaleSystem(World* world, EventBroker* eventBroker);
UniformScaleSystem(SystemParams params);
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cUniformScale, double dt) override;
+1 -1
View File
@@ -4,7 +4,7 @@
// }
// NOTE: condition statement is not executed at all in release mode.
#ifndef DEBUG_IF
#ifndef DEBUG
#ifdef DEBUG
#define DEBUG_IF(c) if(c)
#else
#define DEBUG_IF(c) if(false)
+1 -1
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@@ -10,7 +10,7 @@
class EditorRenderSystem : public ImpureSystem
{
public:
EditorRenderSystem(World* world, EventBroker* eventBroker, IRenderer* renderer, RenderFrame* renderFrame);
EditorRenderSystem(SystemParams params, IRenderer* renderer, RenderFrame* renderFrame);
virtual void Update(double dt) override;
+1 -1
View File
@@ -17,7 +17,7 @@
class EditorSystem : public ImpureSystem
{
public:
EditorSystem(World* world, EventBroker* eventBroker, IRenderer* renderer, RenderFrame* renderFrame);
EditorSystem(SystemParams params, IRenderer* renderer, RenderFrame* renderFrame);
~EditorSystem();
void Update(double dt);
+1 -1
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@@ -25,7 +25,7 @@ struct WidgetDelta : Event
class EditorWidgetSystem : public ImpureSystem, PureSystem
{
public:
EditorWidgetSystem(World* world, EventBroker* eventBroker, IRenderer* renderer);
EditorWidgetSystem(SystemParams params, IRenderer* renderer);
virtual void Update(double dt) override;
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cEditorWidget, double dt) override;
@@ -4,6 +4,7 @@
#include "../GLM.h"
#include "../Core/InputController.h"
#include "../Core/ELockMouse.h"
#include "../Game/Events/EDashAbility.h"
#include "InputHandler.h"
template <typename EventContext>
@@ -235,6 +236,9 @@ void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool
m_AssaultDashDoubleTapped = true;
m_AssaultDashDoubleTapDeltaTime = 0.f;
m_AssaultDashCoolDownTimer = assaultDashCoolDownMaxTimer;
Events::DashAbility e;
m_EventBroker->Publish(e);
}
#endif
+11 -6
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@@ -20,16 +20,22 @@
#include "Input/EInputCommand.h"
#include "Core/EPlayerDamage.h"
#include "Network/EInterpolate.h"
#include "Network/SnapshotFilter.h"
#include "Core/EPlayerSpawned.h"
class Client : public Network
{
public:
Client(ConfigFile* config);
Client(World* world, EventBroker* eventBroker);
Client(World* world, EventBroker* eventBroker, std::unique_ptr<SnapshotFilter> snapshotFilter);
~Client();
void Start(World* world, EventBroker* eventBroker) override;
void Connect(std::string address, int port);
void Update() override;
private:
std::unique_ptr<SnapshotFilter> m_SnapshotFilter = nullptr;
// Assio UDP logic
boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
boost::asio::io_service m_IOService;
@@ -45,10 +51,8 @@ private:
PacketID m_SendPacketID = 0;
// Game logic
World* m_World;
std::string m_PlayerName;
PlayerID m_PlayerID = -1;
EntityID m_ServerEntityID = std::numeric_limits<EntityID>::max();
bool m_IsConnected = false;
EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
// Server Client Lookup map
@@ -74,7 +78,9 @@ private:
void connect();
void disconnect();
void parseMessageType(Packet& packet);
void updateFields(Packet& packet, const ComponentInfo& componentInfo, const EntityID& entityID, const std::string& componentType);
void updateFields(Packet& packet, const ComponentInfo& componentInfo, const EntityID& entityID);
SharedComponentWrapper createSharedComponent(Packet& packet, EntityID entityID, const ComponentInfo& componentInfo);
void ignoreFields(Packet& packet, const ComponentInfo& componentInfo);
void parseConnect(Packet& packet);
void parsePlayerConnected(Packet& packet);
void parsePing();
@@ -99,7 +105,6 @@ private:
void deleteFromServerClientMaps(EntityID serverEntityID, EntityID clientEntityID);
// Events
EventBroker* m_EventBroker;
EventRelay<Client, Events::InputCommand> m_EInputCommand;
bool OnInputCommand(const Events::InputCommand& e);
EventRelay<Client, Events::PlayerDamage> m_EPlayerDamage;
+7 -2
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@@ -11,8 +11,13 @@ namespace Events
struct Interpolate : Event
{
EntityID Entity;
boost::shared_array<char> DataArray;
Interpolate(EntityWrapper Entity, SharedComponentWrapper Component)
: Entity(Entity)
, Component(Component)
{ }
EntityWrapper Entity;
SharedComponentWrapper Component;
};
}
+6 -2
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@@ -19,10 +19,15 @@ typedef unsigned int PacketID;
class Network
{
public:
Network(World* world, EventBroker* eventBroker);
virtual ~Network() { };
virtual void Start(World* m_world, EventBroker *eventBroker) = 0;
virtual void Update() = 0;
protected:
World* m_World;
EventBroker* m_EventBroker;
// For Debug
bool isReadingData = false;
NetworkData m_NetworkData;
@@ -32,7 +37,6 @@ protected:
double m_TimeoutMs;
void saveToFile();
void updateNetworkData();
void initialize();
};
#endif
+7 -7
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@@ -22,15 +22,17 @@
class Server : public Network
{
public:
Server();
Server(World* world, EventBroker* eventBroker, int port);
~Server();
void Start(World* m_world, EventBroker *eventBroker) override;
void Update() override;
private:
int m_Port = 27666;
// UDP logic
boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
boost::asio::io_service m_IOService;
boost::asio::ip::udp::socket m_Socket;
std::unique_ptr<boost::asio::ip::udp::socket> m_Socket;
// Sending messages to client logic
std::map<PlayerID, PlayerDefinition> m_ConnectedPlayers;
@@ -46,13 +48,10 @@ private:
float snapshotInterval;
int checkTimeOutInterval = 100;
int m_NextPlayerID = 0;
std::vector<Events::InputCommand> m_InputCommandsToBroadcast;
//Timers
std::clock_t m_StartPingTime;
// Game logic
World* m_World;
EventBroker* m_EventBroker;
// Packet loss logic
PacketID m_PacketID = 0;
@@ -66,6 +65,7 @@ private:
void broadcast(Packet& packet);
void sendSnapshot();
void addChildrenToPacket(Packet& packet, EntityID entityID);
void addInputCommandsToPacket(Packet& packet);
void sendPing();
void checkForTimeOuts();
void disconnect(PlayerID playerID);
+19
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@@ -0,0 +1,19 @@
#ifndef SnapshotFilter_h__
#define SnapshotFilter_h__
#include "../Core/EntityWrapper.h"
#include "../Core/ComponentWrapper.h"
class SnapshotFilter
{
public:
// Filters an incoming snapshot.
// Modify the component and return true if the component snapshot should be applied.
// Otherwise return false and it will be ignored.
virtual bool FilterComponent(EntityWrapper entity, SharedComponentWrapper& component)
{
return true;
}
};
#endif
+3 -3
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@@ -9,12 +9,13 @@
#include "Rendering/Model.h"
#include "Rendering/EAnimationComplete.h"
#include "Rendering/Skeleton.h"
#include <imgui/imgui.h>
class AnimationSystem : public PureSystem
{
public:
AnimationSystem(World* world, EventBroker* eventBroker)
: System(world, eventBroker)
AnimationSystem(SystemParams params)
: System(params)
, PureSystem("Animation")
{
@@ -23,7 +24,6 @@ public:
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& animationComponent, double dt) override;
private:
};
#endif
@@ -0,0 +1,29 @@
#ifndef BoneAttachmentSystem_h__
#define BoneAttachmentSystem_h__
#include "GLM.h"
#include "Common.h"
#include "Core/System.h"
#include "Core/ResourceManager.h"
#include "Rendering/Model.h"
#include "Rendering/Skeleton.h"
//Needs to be a higher orderlevel than AnimationSystem
class BoneAttachmentSystem : public PureSystem
{
public:
BoneAttachmentSystem(SystemParams params)
: System(params)
, PureSystem("BoneAttachment")
{
}
~BoneAttachmentSystem() { }
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& BoneAttachmentComponent, double dt) override;
private:
};
#endif
+12 -2
View File
@@ -43,8 +43,8 @@ private:
void BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job, RenderScene& scene);
void BindModelUniforms(GLuint shaderHandle, std::shared_ptr<ModelJob>& job, RenderScene& scene);
void BindExplosionTextures(std::shared_ptr<ExplosionEffectJob>& job);
void BindModelTextures(std::shared_ptr<ModelJob>& job);
void BindExplosionTextures(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job);
void BindModelTextures(GLuint shaderHandle, std::shared_ptr<ModelJob>& job);
Texture* m_WhiteTexture;
Texture* m_BlackTexture;
@@ -68,8 +68,18 @@ private:
ShaderProgram* m_ForwardPlusProgram;
ShaderProgram* m_ExplosionEffectProgram;
ShaderProgram* m_ExplosionEffectSplatMapProgram;
ShaderProgram* m_ForwardPlusSplatMapProgram;
ShaderProgram* m_ShieldToStencilProgram;
ShaderProgram* m_FillDepthBufferProgram;
ShaderProgram* m_ForwardPlusSkinnedProgram;
ShaderProgram* m_ExplosionEffectSkinnedProgram;
ShaderProgram* m_ExplosionEffectSplatMapSkinnedProgram;
ShaderProgram* m_ForwardPlusSplatMapSkinnedProgram;
ShaderProgram* m_ShieldToStencilSkinnedProgram;
ShaderProgram* m_FillDepthBufferSkinnedProgram;
};
#endif
@@ -15,7 +15,7 @@
struct ExplosionEffectJob : ModelJob
{
ExplosionEffectJob(ComponentWrapper explosionEffectComponent, ::Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialGroup matGroup, ComponentWrapper modelComponent, ::World* world, glm::vec4 fillColor, float fillPercentage)
ExplosionEffectJob(ComponentWrapper explosionEffectComponent, ::Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matGroup, ComponentWrapper modelComponent, ::World* world, glm::vec4 fillColor, float fillPercentage)
: ModelJob(model, camera, matrix, matGroup, modelComponent, world, fillColor, fillPercentage)
{
ExplosionOrigin = (glm::vec3)explosionEffectComponent["ExplosionOrigin"];
+3
View File
@@ -32,6 +32,8 @@ public:
virtual void SetFullscreen(bool fullscreen) { m_Fullscreen = fullscreen; }
bool VSYNC() const { return m_VSYNC; }
virtual void SetVSYNC(bool vsync) { m_VSYNC = vsync; }
std::string WindowTitle() const { return m_WindowTitle; }
virtual void SetWindowTitle(const std::string& title) { glfwSetWindowTitle(m_Window, title.c_str()); m_WindowTitle = title; }
//Returns screen size excluding window border and header
Rectangle GetViewportSize() const { return m_ViewportSize; }
virtual void Initialize() = 0;
@@ -47,6 +49,7 @@ protected:
int m_GLVersion[2];
std::string m_GLVendor;
GLFWwindow* m_Window = nullptr;
std::string m_WindowTitle;
};
#endif // Renderer_h__
+8 -4
View File
@@ -4,6 +4,7 @@
#include "Rendering/RawModelCustom.h"
//#include "Rendering/RawModelAssimp.h"
#include "../OpenGL.h"
#include "Core/AABB.h"
class Model : public ThreadUnsafeResource
{
@@ -14,16 +15,19 @@ private:
public:
~Model();
const std::vector<RawModel::MaterialGroup>& MaterialGroups() const { return m_RawModel->MaterialGroups; }
const std::vector<RawModel::MaterialProperties>& MaterialGroups() const { return m_RawModel->m_Materials; }
const glm::mat4& Matrix() const { return m_RawModel->m_Matrix; }
const std::vector<RawModel::Vertex>& Vertices() const { return m_RawModel->m_Vertices; }
const RawModel::Vertex* Vertices() const { return m_RawModel->Vertices(); }
unsigned int NumberOfVertices() const { return m_RawModel->NumVertices(); }
const AABB& Box() const { return m_Box; }
bool IsSkinned() const { return m_RawModel->IsSkinned(); }
GLuint VAO;
GLuint ElementBuffer;
RawModel* m_RawModel;
private:
AABB m_Box;
GLuint VertexBuffer;
GLuint NormalBuffer;
GLuint TangentNormalsBuffer;
+101 -39
View File
@@ -14,39 +14,98 @@
#include "../Core/World.h"
#include "../Core/Transform.h"
#include "Skeleton.h"
#include "ShaderProgram.h"
struct ModelJob : RenderJob
{
ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialGroup matGroup, ComponentWrapper modelComponent, World* world, glm::vec4 fillColor, float fillPercentage)
ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matProp, ComponentWrapper modelComponent, World* world, glm::vec4 fillColor, float fillPercentage)
: RenderJob()
{
Model = model;
TextureID = (matGroup.Texture) ? matGroup.Texture->ResourceID : 0;
if (modelComponent["DiffuseTexture"]) {
DiffuseTexture = matGroup.Texture.get();
} else {
DiffuseTexture = nullptr;
}
if (modelComponent["NormalMap"]) {
NormalTexture = matGroup.NormalMap.get();
} else {
NormalTexture = nullptr;
}
if (modelComponent["SpecularMap"]) {
SpecularTexture = matGroup.SpecularMap.get();
} else {
SpecularTexture = nullptr;
}
if (modelComponent["GlowMap"]) {
IncandescenceTexture = matGroup.IncandescenceMap.get();
} else {
IncandescenceTexture = nullptr;
}
DiffuseColor = matGroup.DiffuseColor;
SpecularColor = matGroup.SpecularColor;
IncandescenceColor = matGroup.IncandescenceColor;
StartIndex = matGroup.StartIndex;
EndIndex = matGroup.EndIndex;
ModelID = model->ResourceID;
Type = matProp.type;
::RawModel::MaterialBasic* matGroup = matProp.material;
switch(matProp.type){
case ::RawModel::MaterialType::Basic:
if (Model->IsSkinned()) {
ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSkinnedProgram")->ResourceID;
}
else {
ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusProgram")->ResourceID;
}
TextureID = 0;
break;
case ::RawModel::MaterialType::SingleTextures:
{
if (Model->IsSkinned()) {
ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSkinnedProgram")->ResourceID;
}
else {
ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusProgram")->ResourceID;
}
::RawModel::MaterialSingleTextures* singleTextures = static_cast<::RawModel::MaterialSingleTextures*>(matProp.material);
TextureID = (singleTextures->ColorMap.Texture) ? singleTextures->ColorMap.Texture->ResourceID : 0;
if (modelComponent["DiffuseTexture"]) {
DiffuseTexture.push_back(&singleTextures->ColorMap);
}
if (modelComponent["NormalMap"]) {
NormalTexture.push_back(&singleTextures->NormalMap);
}
if (modelComponent["SpecularMap"]) {
SpecularTexture.push_back(&singleTextures->SpecularMap);
}
if (modelComponent["GlowMap"]) {
IncandescenceTexture.push_back(&singleTextures->IncandescenceMap);
}
}
break;
case ::RawModel::MaterialType::SplatMapping:
{
if (Model->IsSkinned()) {
ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSplatMapSkinnedProgram")->ResourceID;
}
else {
ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSplatMapProgram")->ResourceID;
}
::RawModel::MaterialSplatMapping* SplatTextures = static_cast<::RawModel::MaterialSplatMapping*>(matProp.material);
SplatMap = &SplatTextures->SplatMap;
TextureID = (SplatTextures->ColorMaps[0].Texture) ? SplatTextures->ColorMaps[0].Texture->ResourceID : 0;
if (modelComponent["DiffuseTexture"]) {
for (auto& texture : SplatTextures->ColorMaps) {
DiffuseTexture.push_back(&texture);
}
}
if (modelComponent["NormalMap"]) {
for (auto& texture : SplatTextures->NormalMaps) {
NormalTexture.push_back(&texture);
}
}
if (modelComponent["SpecularMap"]) {
for (auto& texture : SplatTextures->SpecularMaps) {
SpecularTexture.push_back(&texture);
}
}
if (modelComponent["GlowMap"]) {
for (auto& texture : SplatTextures->IncandescenceMaps) {
IncandescenceTexture.push_back(&texture);
}
}
}
break;
}
DiffuseColor = matGroup->DiffuseColor;
SpecularColor = matGroup->SpecularColor;
IncandescenceColor = matGroup->IncandescenceColor;
StartIndex = matGroup->StartIndex;
EndIndex = matGroup->EndIndex;
Matrix = matrix;
Color = modelComponent["Color"];
Entity = modelComponent.EntityID;
@@ -57,31 +116,34 @@ struct ModelJob : RenderJob
FillColor = fillColor;
FillPercentage = fillPercentage;
Skeleton = Model->m_RawModel->m_Skeleton;
if (world->HasComponent(Entity, "Animation") && Skeleton != nullptr) {
auto animationComponent = world->GetComponent(Entity, "Animation");
Animation = model->m_RawModel->m_Skeleton->GetAnimation(animationComponent["Name"]);
AnimationTime = (double)animationComponent["Time"];
if (model->IsSkinned()) {
Skeleton = Model->m_RawModel->m_Skeleton;
}
};
unsigned int TextureID;
unsigned int ShaderID;
unsigned int ModelID;
::RawModel::MaterialType Type;
EntityID Entity;
glm::mat4 Matrix;
const Texture* DiffuseTexture;
const Texture* NormalTexture;
const Texture* SpecularTexture;
const Texture* IncandescenceTexture;
const ::RawModel::TextureProperties* SplatMap;
std::vector<const ::RawModel::TextureProperties*> DiffuseTexture;
std::vector<const ::RawModel::TextureProperties*> NormalTexture;
std::vector<const ::RawModel::TextureProperties*> SpecularTexture;
std::vector<const ::RawModel::TextureProperties*> IncandescenceTexture;
float Shininess = 0.f;
glm::vec4 Color;
const ::Model* Model = nullptr;
::Skeleton* Skeleton = nullptr;
const ::Skeleton::Animation* Animation = nullptr;
// const ::Skeleton::Animation* Animation = nullptr;
float AnimationTime = 0.f;
glm::vec4 DiffuseColor;
glm::vec4 SpecularColor;
@@ -95,7 +157,7 @@ struct ModelJob : RenderJob
void CalculateHash() override
{
Hash = TextureID;
Hash = TextureID + ModelID << 10 + ShaderID << 20;
}
};
+1
View File
@@ -40,6 +40,7 @@ private:
const IRenderer* m_Renderer;
ShaderProgram* m_PickingProgram;
ShaderProgram* m_PickingSkinnedProgram;
Camera* m_Camera;
struct PickingInfo
+77 -20
View File
@@ -33,18 +33,27 @@ protected:
public:
~RawModelCustom();
struct Vertex
{
glm::vec3 Position;
glm::vec3 Normal;
glm::vec3 Tangent;
glm::vec3 BiNormal;
glm::vec2 TextureCoords;
struct Vertex
{
glm::vec3 Position;
glm::vec3 Normal;
glm::vec3 Tangent;
glm::vec3 BiNormal;
glm::vec2 TextureCoords;
};
struct SkinedVertex : public Vertex {
glm::vec4 BoneIndices;
glm::vec4 BoneWeights;
};
struct MaterialGroup
struct TextureProperties {
std::string TexturePath;
glm::vec2 UVRepeat;
std::shared_ptr<::Texture> Texture;
};
struct MaterialBasic
{
float SpecularExponent;
float ReflectionFactor;
@@ -54,25 +63,69 @@ public:
unsigned int StartIndex;
unsigned int EndIndex;
//float Transparency;
std::string TexturePath;
std::shared_ptr<::Texture> Texture;
std::string NormalMapPath;
std::shared_ptr<::Texture> NormalMap;
std::string SpecularMapPath;
std::shared_ptr<::Texture> SpecularMap;
std::string IncandescenceMapPath;
std::shared_ptr<::Texture> IncandescenceMap;
};
std::vector<MaterialGroup> MaterialGroups;
struct MaterialSplatMapping : public MaterialBasic
{
TextureProperties SplatMap;
std::vector<TextureProperties> ColorMaps;
std::vector<TextureProperties> NormalMaps;
std::vector<TextureProperties> SpecularMaps;
std::vector<TextureProperties> IncandescenceMaps;
};
struct MaterialSingleTextures : public MaterialBasic
{
TextureProperties ColorMap;
TextureProperties NormalMap;
TextureProperties SpecularMap;
TextureProperties IncandescenceMap;
};
enum class MaterialType { Basic = 1, SplatMapping, SingleTextures };
struct MaterialProperties {
MaterialType type;
MaterialBasic* material;
};
const Vertex* Vertices() const {
if (hasSkin) {
return m_SkinedVertices.data();
} else {
return m_Vertices.data();
}
};
unsigned int VertexSize() const {
if (hasSkin) {
return sizeof(SkinedVertex);
}
else {
return sizeof(Vertex);
}
};
unsigned int NumVertices() const {
if (hasSkin) {
return m_SkinedVertices.size();
} else {
return m_Vertices.size();
}
};
bool IsSkinned() const { return hasSkin; };
std::vector<MaterialProperties> m_Materials;
std::vector<Vertex> m_Vertices;
std::vector<unsigned int> m_Indices;
Skeleton* m_Skeleton = nullptr;
glm::mat4 m_Matrix;
private:
bool hasSkin;
std::vector<Vertex> m_Vertices;
std::vector<SkinedVertex> m_SkinedVertices;
void ReadMeshFile(std::string filePath);
void ReadMeshFileHeader(std::size_t& offset, char* fileData);
@@ -83,13 +136,17 @@ private:
void ReadMaterialFile(std::string filePath);
void ReadMaterials(std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
void ReadMaterialSingle(std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
void ReadMaterialBasic(MaterialBasic* Material, std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
void ReadMaterialSingleTexture(MaterialSingleTextures* Material, std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
void ReadMaterialSplatMapping(MaterialSplatMapping* Material, std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
void ReadMaterialTextureProperties(TextureProperties& texture, std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
void ReadAnimationFile(std::string filePath);
void ReadAnimationBindPoses(std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
void ReadAnimationJoint(std::size_t& offset, char* fileData, const unsigned int& fileByteSize);
void ReadAnimationClips(std::size_t& offset, char* fileData, const unsigned int& fileByteSize, unsigned int numberOfClips);
void ReadAnimationClipSingle(std::size_t& offset, char* fileData, const unsigned int& fileByteSize, unsigned int clipIndex);
void ReadAnimationKeyFrame(std::size_t& offset, char* fileData, const unsigned int& fileByteSize, unsigned int numberOfJoints, Skeleton::Animation& animation);
void ReadAnimationKeyFrame(std::size_t& offset, char* fileData, const unsigned int& fileByteSize, std::vector<Skeleton::Animation::Keyframe>& animation);
//void CreateSkeleton(std::vector<std::tuple<std::string, glm::mat4>> &boneInfo, std::map<std::string, int> &boneNameMapping, aiNode* node, int parentID);
};
+4 -3
View File
@@ -16,11 +16,13 @@
#include "PointLightJob.h"
#include "../Core/Transform.h"
#include "../Core/EPlayerSpawned.h"
#include "../Core/Octree.h"
#include "../Collision/EntityAABB.h"
class RenderSystem : public ImpureSystem
{
public:
RenderSystem(World* world, EventBroker* eventBrokerer, const IRenderer* renderer, RenderFrame* renderFrame);
RenderSystem(SystemParams params, const IRenderer* renderer, RenderFrame* renderFrame, Octree<EntityAABB>* frustumCullOctree);
~RenderSystem();
virtual void Update(double dt) override;
@@ -29,9 +31,9 @@ private:
const IRenderer* m_Renderer;
RenderFrame* m_RenderFrame;
Camera* m_Camera;
World* m_World;
EntityWrapper m_CurrentCamera = EntityWrapper::Invalid;
EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
Octree<EntityAABB>* m_Octree;
EventRelay<RenderSystem, Events::SetCamera> m_ESetCamera;
bool OnSetCamera(Events::SetCamera &event);
@@ -47,7 +49,6 @@ private:
void fillLight(std::list<std::shared_ptr<RenderJob>>& jobs);
bool isChildOfACamera(EntityWrapper entity);
bool isChildOfCurrentCamera(EntityWrapper entity);
};
#endif
+68 -17
View File
@@ -5,6 +5,7 @@
#include "Common.h"
#include "../GLM.h"
#include <glm/gtx/matrix_decompose.hpp>
#include <imgui/imgui.h>
//struct Bone
//{
@@ -53,22 +54,39 @@ public:
{
struct BoneProperty
{
int ID;
glm::vec3 Position;
glm::quat Rotation;
glm::vec3 Position;
glm::quat Rotation;
glm::vec3 Scale = glm::vec3(1);
};
int Index = 0;
double Time = 0.0;
std::map<int, Keyframe::BoneProperty> BoneProperties;
int Index = 0;
double Time = 0.0;
BoneProperty BoneProperties;
};
std::string Name;
double Duration;
std::vector<Keyframe> Keyframes;
std::string Name;
double Duration;
std::map<int, std::vector<Keyframe>> JointAnimations;
};
struct AnimationData
{
const Animation* animation;
float time;
float weight;
};
struct JointFrameTransform {
glm::vec3 PositionInterp = glm::vec3(0);
glm::quat RotationInterp = glm::quat();
glm::vec3 ScaleInterp = glm::vec3(0);
float Weight;
};
struct AnimationOffset {
const Animation* animation;
float time;
};
Skeleton() { }
~Skeleton();
@@ -82,17 +100,50 @@ public:
int GetBoneID(std::string name);
const Animation* GetAnimation(std::string name);
std::vector<glm::mat4> GetFrameBones(const Animation& animation, double time, bool noRootMotion = false);
void AccumulateBoneTransforms(bool noRootMotion, const Animation::Keyframe& currentFrame, const Animation::Keyframe& nextFrame, float progress, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix);
void PrintSkeleton();
void CalculateFrameBones(std::vector<AnimationData> animations, AnimationOffset animationOffset, bool noRootMotion = false);
void CalculateFrameBones(std::vector<AnimationData> animations, bool noRootMotion = false);
const Animation* GetAnimation(std::string name);
void AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, const Bone* bone, glm::mat4 parentMatrix);
void AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, AnimationOffset animationOffset, const Bone* bone, glm::mat4 parentMatrix);
void PrintSkeleton();
void PrintSkeleton(const Bone* parent, int depthCount);
std::map<std::string, Animation> Animations;
private:
std::map<std::string, Bone*> m_BonesByName;
glm::mat4 GetBoneTransform(const Bone* bone, const Animation* animation, float time, glm::mat4 childMatrix);
int GetKeyframe(const Animation& animation, double time);
int GetKeyframe(const Animation& animation, double time);
std::vector<glm::mat4> GetBones()
{
std::vector<glm::mat4> finalMatrices;
for (auto &kv : m_BoneLocalTransforms) {
finalMatrices.push_back(kv.second);
}
return finalMatrices;;
}
glm::mat4 GetBoneTransformSuper(int boneID)
{
if(m_BoneTransforms.find(boneID) != m_BoneTransforms.end()) {
return m_BoneTransforms.at(boneID);
} else {
return glm::mat4(1);
}
}
private:
glm::mat4 GetOffsetTransform(const Bone* bone, AnimationOffset animationOffset);
std::map<std::string, Bone*> m_BonesByName;
float aim = 0.f;
std::map<int, glm::mat4> m_BoneLocalTransforms;
std::map<int, glm::mat4> m_BoneTransforms;
};
#endif
+18
View File
@@ -0,0 +1,18 @@
#ifndef Events_PlayQueueOnEntity_h__
#define Events_PlayQueueOnEntity_h__
#include "../Core/Event.h"
#include "../Core/EntityWrapper.h"
namespace Events
{
struct PlayQueueOnEntity : public Event
{
EntityWrapper Emitter;
std::vector<std::string> FilePaths;
};
}
#endif
+3
View File
@@ -1,6 +1,9 @@
#ifndef Sound_h__
#define Sound_h__
#include <OpenAL/al.h>
#include <OpenAL/alc.h>
#include "Core/ResourceManager.h"
class Sound : public Resource
@@ -1,17 +1,23 @@
#ifndef SoundSystem_h__
#define SoundSystem_h__
#ifndef SoundManager_h__
#define SoundManager_h__
#include <unordered_map>
#include <random>
#include "glm/common.hpp"
#include "glm/gtx/rotate_vector.hpp" // Calculate Up vector
#include "OpenAL/al.h"
#include "OpenAL/alc.h"
#include "imgui/imgui.h"
#include "Core/World.h"
#include "Core/EventBroker.h"
#include "../Engine/Core/ResourceManager.h"
#include "../Engine/Core/ConfigFile.h"
#include "Core/Transform.h" // Absolute transform
#include "Sound/Sound.h"
#include "../Engine/Sound/EPlayQueueOnEntity.h"
#include "Sound/EPlaySoundOnEntity.h"
#include "Sound/EPlaySoundOnPosition.h"
#include "Sound/EPlayBackgroundMusic.h"
@@ -20,6 +26,11 @@
#include "Sound/EStopSound.h"
#include "Sound/ESetBGMGain.h"
#include "Sound/ESetSFXGain.h"
#include "Core/EPause.h"
#include "Core/EComponentAttached.h"
#include "../Core/EPlayerSpawned.h"
typedef std::pair<ALuint, std::vector<ALuint>> QueuedBuffers;
enum class SoundType {
SFX,
@@ -34,14 +45,15 @@ struct Source
SoundType Type;
};
class SoundSystem
class SoundManager
{
public:
SoundSystem() { }
SoundSystem(World* world, EventBroker* eventBroker, bool editorMode);
~SoundSystem();
SoundManager() { }
SoundManager(World* world, EventBroker* eventBroker);
~SoundManager();
// Update emitters / listener
void Update(double dt);
private:
// Help functions for working with OpenaAL
void setListenerPos(glm::vec3 pos) { alListener3f(AL_POSITION, pos.x, pos.y, pos.z); };
@@ -56,46 +68,62 @@ private:
// Logic
void initOpenAL();
void updateEmitters(double dt);
void updateListener(double dt);
void deleteInactiveEmitters();
void addNewEmitters(double dt);
Source* createSource(std::string filePath);
void playSound(Source* source);
void stopSound(Source* source);
void stopEmitters();
void updateListener(double dt);
ALenum getSourceState(ALuint source);
void setGain(Source* source, float gain);
void setSoundProperties(ALuint source, ComponentWrapper* soundComponent);
void setSoundProperties(Source* source, ComponentWrapper* soundComponent);
// Specific logic
void playSound(Source* source);
// Need to be the same format (sample rate etc)
void playQueue(QueuedBuffers qb);
void stopSound(Source* source);
Source* createSource(std::string filePath);
std::unordered_map<EntityID, Source*> m_Sources;
// Logic
World* m_World = nullptr;
EventBroker* m_EventBroker = nullptr;
// OpenAL system variables
ALCdevice* m_ALCdevice = nullptr;
ALCcontext* m_ALCcontext = nullptr;
// Logic
World* m_World = nullptr;
EventBroker* m_EventBroker = nullptr;
std::unordered_map<EntityID, Source*> m_Sources;
float m_BGMVolumeChannel = 1.0f;
float m_SFXVolumeChannel = 1.f;
bool m_EditorEnabled = false;
float m_SFXVolumeChannel = 1.0f;
EntityWrapper m_LocalPlayer = EntityWrapper();
// Events
EventRelay<SoundSystem, Events::PlaySoundOnEntity> m_EPlaySoundOnEntity;
EventRelay<SoundManager, Events::PlaySoundOnEntity> m_EPlaySoundOnEntity;
bool OnPlaySoundOnEntity(const Events::PlaySoundOnEntity &e);
EventRelay<SoundSystem, Events::PlaySoundOnPosition> m_EPlaySoundOnPosition;
EventRelay<SoundManager, Events::PlaySoundOnPosition> m_EPlaySoundOnPosition;
bool OnPlaySoundOnPosition(const Events::PlaySoundOnPosition &e);
EventRelay<SoundSystem, Events::PlayBackgroundMusic> m_EPlayBackgroundMusic;
EventRelay<SoundManager, Events::PlayBackgroundMusic> m_EPlayBackgroundMusic;
bool OnPlayBackgroundMusic(const Events::PlayBackgroundMusic &e);
EventRelay<SoundSystem, Events::PauseSound> m_EPauseSound;
EventRelay<SoundManager, Events::PauseSound> m_EPauseSound;
bool OnPauseSound(const Events::PauseSound &e);
EventRelay<SoundSystem, Events::StopSound> m_EStopSound;
EventRelay<SoundManager, Events::StopSound> m_EStopSound;
bool OnStopSound(const Events::StopSound &e);
EventRelay<SoundSystem, Events::ContinueSound> m_EContinueSound;
EventRelay<SoundManager, Events::ContinueSound> m_EContinueSound;
bool OnContinueSound(const Events::ContinueSound &e);
EventRelay<SoundSystem, Events::SetBGMGain> m_ESetBGMGain;
bool OnSetBGMGain(const Events::SetBGMGain &e); // Not tested
EventRelay<SoundSystem, Events::SetSFXGain> m_ESetSFXGain;
bool OnSetSFXGain(const Events::SetSFXGain &e); // Not tested
EventRelay<SoundManager, Events::SetBGMGain> m_ESetBGMGain;
bool OnSetBGMGain(const Events::SetBGMGain &e);
EventRelay<SoundManager, Events::SetSFXGain> m_ESetSFXGain;
bool OnSetSFXGain(const Events::SetSFXGain &e);
EventRelay<SoundManager, Events::ComponentAttached> m_EComponentAttached;
bool OnComponentAttached(const Events::ComponentAttached &e);
EventRelay<SoundManager, Events::Pause> m_EPause;
bool OnPause(const Events::Pause &e);
EventRelay<SoundManager, Events::Resume> m_EResume;
bool OnResume(const Events::Resume &e);
EventRelay<SoundManager, Events::PlayerSpawned> m_EPlayerSpawned;
bool OnPlayerSpawned(const Events::PlayerSpawned &e);
EventRelay<SoundManager, Events::PlayQueueOnEntity> m_EPlayQueueOnEntity;
bool OnPlayQueueOnEntity(const Events::PlayQueueOnEntity &e);
};
#endif
+13
View File
@@ -0,0 +1,13 @@
#ifndef Events_DashAbility_h__
#define Events_DashAbility_h__
#include "Core/Event.h"
namespace Events
{
struct DashAbility : public Event { };
}
#endif
+16
View File
@@ -0,0 +1,16 @@
#ifndef Events_DoubleJump_h__
#define Events_DoubleJump_h__
#include "Core/Event.h"
namespace Events
{
struct DoubleJump : public Event
{
};
}
#endif
-24
View File
@@ -1,24 +0,0 @@
#include "Common.h"
#include "Core/System.h"
class ExplosionEffectSystem : public PureSystem
{
public:
ExplosionEffectSystem(World* world, EventBroker* eventBroker)
: System(world, eventBroker)
, PureSystem("ExplosionEffect")
{ }
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override
{
if ((double)component["TimeSinceDeath"] > (double)component["ExplosionDuration"]) {
(double)component["TimeSinceDeath"] = 0.f;
}
(double&)component["TimeSinceDeath"] += dt;
//if ((bool)Component["Gravity"] == true) {
// (bool)Component["ExponentialAccelaration"] = false;
//}
}
};
+15 -19
View File
@@ -1,6 +1,8 @@
#ifndef Game_h__
#define Game_h__
#include <boost/program_options.hpp>
#include "Core/ResourceManager.h"
#include "Core/ConfigFile.h"
#include "Core/EventBroker.h"
@@ -14,7 +16,7 @@
#include "Core/EKeyDown.h"
#include "Core/EntityFilePreprocessor.h"
#include "Core/SystemPipeline.h"
#include "ExplosionEffectSystem.h"
#include "Systems/ExplosionEffectSystem.h"
#include "Editor/EditorSystem.h"
#include "Core/EntityFile.h"
#include "Rendering/RenderSystem.h"
@@ -30,7 +32,8 @@
#include "Network/Client.h"
// Sound
#include "Sound/SoundSystem.h"
#include "Sound/SoundManager.h"
#include "Systems/SoundSystem.h"
class Game
{
@@ -42,7 +45,9 @@ public:
void Tick();
private:
double m_LastTime;
std::string m_NetworkAddress;
int m_NetworkPort = 0;
ConfigFile* m_Config = nullptr;
EventBroker* m_EventBroker;
IRenderer* m_Renderer;
@@ -55,24 +60,15 @@ private:
Octree<EntityAABB>* m_OctreeFrustrumCulling;
SystemPipeline* m_SystemPipeline;
RenderFrame* m_RenderFrame;
// Network variables
boost::thread m_NetworkThread;
Client* m_NetworkClient = nullptr;
Server* m_NetworkServer = nullptr;
SoundManager* m_SoundManager;
double m_LastTime;
// Network methods
void networkFunction();
Network* m_ClientOrServer;
bool m_IsClientOrServer = false;
// Sound
SoundSystem* m_SoundSystem;
//EventRelay<Game, Events::InputCommand> m_EInputCommand;
//bool debugOnInputCommand(const Events::InputCommand& e);
void debugInitialize();
void debugTick(double dt);
EventRelay<Client, Events::KeyDown> m_EKeyDown;
bool m_IsClient = false;
bool m_IsServer = false;
int parseArgs(int argc, char* argv[]);
};
#endif
@@ -0,0 +1,25 @@
#ifndef MultiplayerSnapshotFilter_h__
#define MultiplayerSnapshotFilter_h__
#include "Core/EventBroker.h"
#include "Core/EPlayerSpawned.h"
#include "Network/SnapshotFilter.h"
#include "Network/EInterpolate.h"
class MultiplayerSnapshotFilter : public SnapshotFilter
{
public:
MultiplayerSnapshotFilter(EventBroker* eventBroker);
virtual bool FilterComponent(EntityWrapper entity, SharedComponentWrapper& component) override;
private:
EventBroker* m_EventBroker;
EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
EventRelay<MultiplayerSnapshotFilter, Events::PlayerSpawned> m_EPlayerSpawned;
bool OnPlayerSpawned(Events::PlayerSpawned ePlayerSpawned);
};
#endif
+1 -1
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@@ -17,7 +17,7 @@ class CapturePointSystem : public PureSystem
{
public:
//WARNING: on new map, destroy all info in the vectors, as well as reset all variables (just make new?)
CapturePointSystem(World* world, EventBroker* eventBroker);
CapturePointSystem(SystemParams params);
//updatecomponent
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& capturePoint, double dt) override;
@@ -0,0 +1,18 @@
#ifndef ExplosionEffectSystem_h__
#define ExplosionEffectSystem_h__
#include "Common.h"
#include "Core/System.h"
class ExplosionEffectSystem : public PureSystem
{
public:
ExplosionEffectSystem(SystemParams params)
: System(params)
, PureSystem("ExplosionEffect")
{ }
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override;
};
#endif
+1 -1
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@@ -17,7 +17,7 @@
class HealthSystem : public PureSystem
{
public:
HealthSystem(World* world, EventBroker* eventBroker);
HealthSystem(SystemParams params);
//updatecomponent
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override;
+31 -22
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@@ -16,38 +16,47 @@
#include "Network/EInterpolate.h"
class InterpolationSystem : public PureSystem
class InterpolationSystem : public ImpureSystem
{
struct Transform
{
glm::vec3 Position;
glm::vec3 Scale;
glm::quat Orientation;
float interpolationTime;
};
public:
InterpolationSystem(World* world, EventBroker* eventBroker);
InterpolationSystem(SystemParams params);
~InterpolationSystem() { }
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& transform, double dt) override;
private:
std::unordered_map<EntityID, Transform> m_NextTransform;
std::unordered_map<EntityID, Transform> m_LastReceivedTransform;
EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
//glm::vec3 vectorInterpolation(glm::vec3 prev, glm::vec3 next, double currentTime);
virtual void Update(double dt) override;
private:
template <typename T>
struct Interpolation
{
Interpolation(const ComponentWrapper& Component, const std::string& Field, const T& Start, const T& Goal)
: Component(Component)
, Field(Field)
, Start(Start)
, Goal(Goal)
{ }
ComponentWrapper Component;
std::string Field;
T Start;
T Goal;
double Alpha = 0.0;
};
float m_SnapshotInterval;
std::unordered_map<EntityWrapper, Interpolation<glm::vec3>> m_InterpolatePosition;
std::unordered_map<EntityWrapper, Interpolation<glm::quat>> m_InterpolateOrientation;
std::unordered_map<EntityWrapper, Interpolation<glm::vec3>> m_InterpolateVelocity;
EventRelay<InterpolationSystem, Events::Interpolate> m_EInterpolate;
bool InterpolationSystem::OnInterpolate(Events::Interpolate& e);
template <typename T>
T vectorInterpolation(T prev, T next, double currentTime)
{
T difference = next - prev;
T vector = (difference / m_SnapshotInterval) * static_cast<float>(currentTime);
T vector = difference * (static_cast<float>(currentTime) / m_SnapshotInterval);
return vector;
}
float m_SnapshotInterval;
EventRelay<InterpolationSystem, Events::Interpolate> m_EInterpolate;
bool InterpolationSystem::OnInterpolate(const Events::Interpolate& e);
EventRelay<InterpolationSystem, Events::PlayerSpawned> m_EPlayerSpawned;
bool OnPlayerSpawned(Events::PlayerSpawned& e);
};
#endif
+5 -3
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@@ -6,10 +6,12 @@
class LifetimeSystem : public ImpureSystem, PureSystem
{
public:
LifetimeSystem(World* world, EventBroker* eventBroker)
: System(world, eventBroker)
LifetimeSystem(SystemParams params)
: System(params)
, PureSystem("Lifetime")
{ }
{
LOG_INFO("ASDASDASSA");
}
virtual void Update(double dt) override;
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cLifetime, double dt) override;
+1 -1
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@@ -14,7 +14,7 @@
class PickupSpawnSystem : public ImpureSystem
{
public:
PickupSpawnSystem(World* world, EventBroker* eventBroker);
PickupSpawnSystem(SystemParams params);
virtual void Update(double dt) override;
+1 -1
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@@ -15,7 +15,7 @@
class PlayerDeathSystem : public ImpureSystem
{
public:
PlayerDeathSystem(World* world, EventBroker* eventBroker);
PlayerDeathSystem(SystemParams params);
virtual void Update(double dt) override;
@@ -6,18 +6,14 @@
#include "../../Engine/Rendering/ESetCamera.h"
#include <imgui/imgui.h>
class PlayerHUD : public ImpureSystem
class PlayerHUDSystem : public ImpureSystem
{
public:
PlayerHUD(World* world, EventBroker* eventBrokerer);
~PlayerHUD();
PlayerHUDSystem(SystemParams params)
: System(params)
{ }
virtual void Update(double dt) override;
private:
World* m_World;
EventBroker* m_EventBroker;
};
#endif
+19 -3
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@@ -4,24 +4,40 @@
#include "Core/EPlayerSpawned.h"
#include "Input/FirstPersonInputController.h"
#include <imgui/imgui.h>
#include "Events/EDoubleJump.h"
#include "../Engine/Sound/EPlaySoundOnEntity.h"
#include "Core/EntityFile.h"
#include "Core/EntityFileParser.h"
class PlayerMovementSystem : public ImpureSystem, PureSystem
class PlayerMovementSystem : public ImpureSystem
{
public:
PlayerMovementSystem(World* world, EventBroker* eventBroker);
PlayerMovementSystem(SystemParams params);
~PlayerMovementSystem();
virtual void Update(double dt) override;
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt);
private:
// State
std::unordered_map<EntityWrapper, FirstPersonInputController<PlayerMovementSystem>*> m_PlayerInputControllers;
EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
// Walking logic
// Keeps track of how far the player has walked within this "key press session".
float m_DistanceMoved = 0.0f;
// How far a step is (How often the step sound will be played).
const float m_PlayerStepLength = 1.75f;
// Determine what sound file to play.
bool m_LeftFoot = false;
// To get a difference when calculating the walking state.
glm::vec3 m_LastPosition = glm::vec3();
// The logic for making the sound play when player is moving
void playerStep(double dt);
EventRelay<PlayerMovementSystem, Events::PlayerSpawned> m_EPlayerSpawned;
bool OnPlayerSpawned(Events::PlayerSpawned& e);
void updateMovementControllers(double dt);
void updateVelocity(double dt);
};
+1 -1
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@@ -10,7 +10,7 @@
class PlayerSpawnSystem : public ImpureSystem
{
public:
PlayerSpawnSystem(World* world, EventBroker* eventBroker);
PlayerSpawnSystem(SystemParams params);
virtual void Update(double dt) override;
+2 -2
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@@ -4,8 +4,8 @@
class RaptorCopterSystem : public PureSystem
{
public:
RaptorCopterSystem(World* world, EventBroker* eventBroker)
: System(world, eventBroker)
RaptorCopterSystem(SystemParams params)
: System(params)
, PureSystem("RaptorCopter")
{ }
+65
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@@ -0,0 +1,65 @@
#ifndef Systems_SoundSystem_h__
#define Systems_SoundSystem_h__
#include <random>
#include "../Engine/Core/System.h"
#include "../Engine/Core/ResourceManager.h"
#include "../Engine/Core/ConfigFile.h"
#include "../Engine/Sound/Sound.h"
#include "../Engine/Sound/EPlayQueueOnEntity.h"
#include "../Engine/Core/EPlayerSpawned.h"
#include "../Engine/Input/EInputCommand.h"
#include "../Engine/Core/EShoot.h"
#include "../Engine/Core/EPlayerSpawned.h"
#include "../Engine/Input/EInputCommand.h"
#include "../Engine/Core/ECaptured.h"
#include "../Engine/Core/EPlayerDamage.h"
#include "../Engine/Core/EPlayerDeath.h"
#include "../Engine/Core/EPlayerHealthPickup.h"
#include "../Engine/Collision/ETrigger.h"
#include "../Engine/Sound/EPlaySoundOnEntity.h"
#include "../Engine/Sound/EPlayBackgroundMusic.h"
#include "../Game/Events/EDoubleJump.h"
#include "../Game/Events/EDashAbility.h"
class SoundSystem : public PureSystem, ImpureSystem
{
public:
SoundSystem(SystemParams params);
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cComponent, double dt) override;
virtual void Update(double dt) override;
private:
std::string m_Announcer = "";
// Logic for playing a sound when a player jumps
void playerJumps();
// Temporary solution for play test.
bool m_DrumsIsPlaying = false;
double m_DrumTimer = 0.0;
bool drumTimer(double dt);
std::default_random_engine generator;
EventRelay<SoundSystem, Events::PlayerSpawned> m_EPlayerSpawned;
bool OnPlayerSpawned(const Events::PlayerSpawned &e);
EventRelay<SoundSystem, Events::InputCommand> m_InputCommand;
bool OnInputCommand(const Events::InputCommand &e);
EventRelay<SoundSystem, Events::DoubleJump> m_EDoubleJump;
bool OnDoubleJump(const Events::DoubleJump &e);
EventRelay<SoundSystem, Events::DashAbility> m_EDashAbility;
bool OnDashAbility(const Events::DashAbility &e);
EventRelay<SoundSystem, Events::TriggerTouch> m_ETriggerTouch;
bool OnTriggerTouch(const Events::TriggerTouch &e);
EventRelay<SoundSystem, Events::Captured> m_ECaptured;
bool OnCaptured(const Events::Captured &e);
EventRelay<SoundSystem, Events::PlayerDamage> m_EPlayerDamage;
bool OnPlayerDamage(const Events::PlayerDamage &e);
EventRelay<SoundSystem, Events::PlayerDeath> m_EPlayerDeath;
bool OnPlayerDeath(const Events::PlayerDeath &e);
EventRelay<SoundSystem, Events::PlayerHealthPickup> m_EPlayerHealthPickup;
bool OnPlayerHealthPickup(const Events::PlayerHealthPickup &e);
};
#endif
+1 -1
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@@ -13,7 +13,7 @@
class SpawnerSystem : public System
{
public:
SpawnerSystem(World* world, EventBroker* eventBroker);
SpawnerSystem(SystemParams params);
static EntityWrapper Spawn(EntityWrapper spawner, EntityWrapper parent = EntityWrapper::Invalid);
+159 -10
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@@ -13,31 +13,180 @@
#include "Input/EInputCommand.h"
#include "Core/EntityFile.h"
#include "Core/EntityFileParser.h"
#include "Core/Octree.h"
#include "Collision/EntityAABB.h"
#include "Systems/SpawnerSystem.h"
#include "Sound/EPlaySoundOnEntity.h"
#include <tuple>
#include <vector>
class WeaponBehaviour;
class WeaponSystem : public ImpureSystem
class WeaponSystem : public PureSystem, ImpureSystem
{
public:
WeaponSystem(World* world, EventBroker* eventBroker, IRenderer* renderer);
WeaponSystem(SystemParams params, IRenderer* renderer, Octree<EntityAABB>* collisionOctree);
virtual void Update(double dt) override;
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cPlayer, double dt) override;
private:
SystemParams m_SystemParams;
IRenderer* m_Renderer;
Octree<EntityAABB>* m_CollisionOctree;
// State
EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
std::unordered_map<EntityWrapper, std::shared_ptr<WeaponBehaviour>> m_ActiveWeapons;
// Events
EventRelay<WeaponSystem, Events::PlayerSpawned> m_EPlayerSpawned;
bool WeaponSystem::OnPlayerSpawned(const Events::PlayerSpawned& e);
bool OnPlayerSpawned(Events::PlayerSpawned& e);
EventRelay<WeaponSystem, Events::Shoot> m_EShoot;
bool WeaponSystem::OnShoot(Events::Shoot& e);
bool OnShoot(Events::Shoot& e);
EventRelay<WeaponSystem, Events::InputCommand> m_EInputCommand;
bool WeaponSystem::OnInputCommand(const Events::InputCommand& e);
bool OnInputCommand(Events::InputCommand& e);
void selectWeapon(EntityWrapper player, ComponentInfo::EnumType slot);
};
class WeaponBehaviour : public System
{
public:
WeaponBehaviour(SystemParams systemParams, Octree<EntityAABB>* collisionOctree, EntityWrapper weaponEntity)
: System(systemParams)
, m_CollisionOctree(collisionOctree)
, m_Entity(weaponEntity)
{ }
virtual ~WeaponBehaviour() = default;
WeaponBehaviour(const WeaponBehaviour&) = delete;
WeaponBehaviour& operator=(const WeaponBehaviour &) = delete;
virtual void Fire() = 0;
virtual void CeaseFire() { }
virtual void Reload() { }
virtual void Update(double dt) { }
protected:
Octree<EntityAABB>* m_CollisionOctree;
EntityWrapper m_Entity;
};
class AssaultWeaponBehaviour : public WeaponBehaviour
{
public:
AssaultWeaponBehaviour(SystemParams systemParams, Octree<EntityAABB>* collisionOctree, EntityWrapper weaponEntity)
: WeaponBehaviour(systemParams, collisionOctree, weaponEntity)
{ }
virtual void Fire() override
{
m_TimeSinceLastFire = 0.0;
m_Firing = true;
fireRound();
}
virtual void CeaseFire() override
{
m_Firing = false;
}
virtual void Reload() override
{
ComponentWrapper& cAssaultWeapon = m_Entity["AssaultWeapon"];
int& magAmmo = cAssaultWeapon["MagazineAmmo"];
int magSize = cAssaultWeapon["MagazineSize"];
int& ammo = cAssaultWeapon["Ammo"];
// Don't reload if we're already fully loaded
if (magAmmo == magSize) {
return;
}
// Throw away rounds in magazine to incentivise ammo sharing
int toLoad = glm::min(magSize, ammo);
magAmmo = toLoad;
ammo -= toLoad;
}
virtual void Update(double dt) override
{
if (!m_Firing) {
return;
}
m_TimeSinceLastFire += dt;
ComponentWrapper& cAssaultWeapon = m_Entity["AssaultWeapon"];
if (m_TimeSinceLastFire >= 1.0 / ((double)cAssaultWeapon["RPM"] / 60.0)) {
fireRound();
}
}
private:
bool m_Firing = false;
double m_TimeSinceLastFire = 0.0;
EntityFile* m_RayRed = nullptr;
EntityFile* m_RayBlue = nullptr;
void fireRound()
{
ComponentWrapper& cAssaultWeapon = m_Entity["AssaultWeapon"];
int& magAmmo = cAssaultWeapon["MagazineAmmo"];
int ammo = cAssaultWeapon["Ammo"];
// Reload if our magazine is empty
if (magAmmo <= 0) {
Reload();
return;
}
// Fire
magAmmo -= 1;
spawnTracer();
playSound();
m_TimeSinceLastFire = 0.0;
}
void spawnTracer()
{
if (!IsClient) {
return;
}
EntityWrapper spawner;
if (m_Entity == LocalPlayer) {
spawner = m_Entity.FirstChildByName("WeaponMuzzle");
} else {
spawner = m_Entity.FirstChildByName("ThirdPersonWeaponMuzzle");
}
if (!spawner.Valid()) {
return;
}
Events::SpawnerSpawn e;
e.Spawner = spawner;
m_EventBroker->Publish(e);
}
float traceRayDistance(glm::vec3 origin, glm::vec3 direction)
{
// TODO: Cast a ray and size tracer appropriately
return 100.f;
}
void playSound()
{
if (!IsClient) {
return;
}
Events::PlaySoundOnEntity e;
e.EmitterID = m_Entity.ID;
e.FilePath = "Audio/laser/laser1.wav";
m_EventBroker->Publish(e);
}
};
#endif
+5
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@@ -29,3 +29,8 @@ TimeoutMs=15000
[Multithreading]
ResourceLoading=true
[Sound]
BGMVolume=1.0
SFXVolume=1.0
Announcer=female
+2
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@@ -18,6 +18,8 @@ Space=Jump
LeftControl=Crouch
RightShift=Sprint
LeftShift=SpecialAbility
1=SelectWeapon,1
2=SelectWeapon,2
F1=ToggleEditor
C=ConnectToServer
N=SwitchToServer
+3
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@@ -28,10 +28,13 @@
<xs:include schemaLocation="Components/HealthHUD.xsd"/>
<xs:include schemaLocation="Components/Animation.xsd"/>
<xs:include schemaLocation="Components/Fill.xsd"/>
<xs:include schemaLocation="Components/BoneAttachment.xsd"/>
<xs:include schemaLocation="Components/Lifetime.xsd"/>
<xs:include schemaLocation="Components/HiddenForLocalPlayer.xsd"/>
<xs:include schemaLocation="Components/HealthPickup.xsd"/>
<xs:include schemaLocation="Components/AnimationOffset.xsd"/>
<xs:include schemaLocation="Components/DashAbility.xsd"/>
<xs:include schemaLocation="Components/AssaultWeapon.xsd"/>
<xs:include schemaLocation="Components/Shield.xsd"/>
<xs:include schemaLocation="Components/Shielded.xsd"/>
</xs:schema>
+15 -4
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@@ -1,7 +1,18 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Animation xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Animation.xsd">
<Name></Name>
<Time>0</Time>
<Speed>0</Speed>
<Loop>true</Loop>
<AnimationName1></AnimationName1>
<Weight1>1.0</Weight1>
<Time1>0</Time1>
<Speed1>0</Speed1>
<Loop1>true</Loop1>
<AnimationName2></AnimationName2>
<Weight2>1.0</Weight2>
<Time2>0</Time2>
<Speed2>0</Speed2>
<Loop2>true</Loop2>
<AnimationName3></AnimationName3>
<Weight3>1.0</Weight3>
<Time3>0</Time3>
<Speed3>0</Speed3>
<Loop3>true</Loop3>
</Animation>
+16 -4
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@@ -6,11 +6,23 @@
<xs:element name="Animation">
<xs:complexType>
<xs:all>
<xs:element name="Name" type="t:string" minOccurs="0"/>
<xs:element name="Time" type="t:double" minOccurs="0"/>
<xs:element name="Speed" type="t:double" minOccurs="0"/>
<xs:element name="Loop" type="t:bool" minOccurs="0"/>
<xs:element name="AnimationName1" type="t:string" minOccurs="0"/>
<xs:element name="Weight1" type="t:double" minOccurs="0"/>
<xs:element name="Time1" type="t:double" minOccurs="0"/>
<xs:element name="Speed1" type="t:double" minOccurs="0"/>
<xs:element name="Loop1" type="t:bool" minOccurs="0"/>
<xs:element name="AnimationName2" type="t:string" minOccurs="0"/>
<xs:element name="Weight2" type="t:double" minOccurs="0"/>
<xs:element name="Time2" type="t:double" minOccurs="0"/>
<xs:element name="Speed2" type="t:double" minOccurs="0"/>
<xs:element name="Loop2" type="t:bool" minOccurs="0"/>
<xs:element name="AnimationName3" type="t:string" minOccurs="0"/>
<xs:element name="Weight3" type="t:double" minOccurs="0"/>
<xs:element name="Time3" type="t:double" minOccurs="0"/>
<xs:element name="Speed3" type="t:double" minOccurs="0"/>
<xs:element name="Loop3" type="t:bool" minOccurs="0"/>
</xs:all>
<xs:attribute name="replicated" type="xs:boolean" fixed="true"/>
</xs:complexType>
</xs:element>
</xs:schema>
@@ -0,0 +1,5 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<AnimationOffset xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="AnimationOffset.xsd">
<AnimationName></AnimationName>
<Time>0</Time>
</AnimationOffset>
@@ -0,0 +1,17 @@
<?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="AnimationOffset">
<xs:annotation>
<xs:documentation>Aim animation offset for the skeleton</xs:documentation>
</xs:annotation>
<xs:complexType>
<xs:all>
<xs:element name="AnimationName" type="t:string" minOccurs="0"/>
<xs:element name="Time" type="t:double" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
+9
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@@ -0,0 +1,9 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<AssaultWeapon xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="AssaultWeapon.xsd">
<MagazineAmmo>32</MagazineAmmo>
<MagazineSize>32</MagazineSize>
<Ammo>360</Ammo>
<MaxAmmo>360</MaxAmmo>
<BaseDamage>5</BaseDamage>
<RPM>120</RPM>
</AssaultWeapon>
+28
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@@ -0,0 +1,28 @@
<?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="AssaultWeapon">
<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="Ammo" type="t:int" minOccurs="0">
<xs:annotation><xs:documentation>Current ammo carried</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="MaxAmmo" type="t:int" minOccurs="0">
<xs:annotation><xs:documentation>Maximum ammo able to be carried</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="BaseDamage" type="t:double" 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>
</xs:element>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
@@ -0,0 +1,10 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<BoneAttachment xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="BoneAttachment.xsd">
<BoneName></BoneName>
<PositionOffset X="0" Y="0" Z="0"/>
<OrientationOffset X="0" Y="0" Z="0"/>
<ScaleOffset X="1" Y="1" Z="1"/>
<InheritPosition>true</InheritPosition>
<InheritOrientation>true</InheritOrientation>
<InheritScale>false</InheritScale>
</BoneAttachment>
@@ -0,0 +1,19 @@
<?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="BoneAttachment">
<xs:complexType>
<xs:all>
<xs:element name="BoneName" type="t:string" minOccurs="0"/>
<xs:element name="PositionOffset" type="t:Vector" minOccurs="0"/>
<xs:element name="InheritPosition" type="t:bool" minOccurs="0"/>
<xs:element name="OrientationOffset" type="t:Vector" minOccurs="0"/>
<xs:element name="InheritOrientation" type="t:bool" minOccurs="0"/>
<xs:element name="ScaleOffset" type="t:Vector" minOccurs="0"/>
<xs:element name="InheritScale" type="t:bool" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
@@ -4,5 +4,8 @@
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="Collidable">
<xs:annotation>
<xs:documentation>Needs a Model or AABB component to work, uses AABB if both are attached.</xs:documentation>
</xs:annotation>
</xs:element>
</xs:schema>
+1 -3
View File
@@ -4,9 +4,6 @@
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="Transform">
<xs:annotation>
<xs:documentation>It's a transform thingy!</xs:documentation>
</xs:annotation>
<xs:complexType>
<xs:all>
<xs:element name="Position" type="t:Vector" minOccurs="0">
@@ -15,6 +12,7 @@
<xs:element name="Orientation" type="t:Vector" minOccurs="0"/>
<xs:element name="Scale" type="t:Vector" minOccurs="0"/>
</xs:all>
<xs:attribute name="NetworkReplicated" type="xs:boolean" fixed="true"/>
</xs:complexType>
</xs:element>
</xs:schema>
+3
View File
@@ -4,5 +4,8 @@
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="Trigger">
<xs:annotation>
<xs:documentation>Needs a Model or AABB component to work, uses AABB if both are attached.</xs:documentation>
</xs:annotation>
</xs:element>
</xs:schema>
+3
View File
@@ -0,0 +1,3 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Trigger xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Trigger.xsd">
</Trigger>
+17
View File
@@ -0,0 +1,17 @@
<?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="Weapon">
<xs:complexType>
<xs:all>
<xs:element name="MagSize" type="t:int" minOccurs="0"/>
<xs:element name="MaxAmmo" type="t:int" minOccurs="0"/>
<xs:element name="CurrentAmmoInMag" type="t:int" minOccurs="0"/>
<xs:element name="CurrentAmmo" type="t:int" minOccurs="0"/>
<xs:element name="RPM" type="t:double" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
+7 -7
View File
@@ -20,7 +20,7 @@
<Entity>
<Components>
<c:Model>
<Resource>models/dummyscene.mesh</Resource>
<Resource>Models/Test/DummyScene.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0" Y="-0" Z="0"/>
@@ -31,7 +31,7 @@
<Entity>
<Components>
<c:Model>
<Resource>models/animtest.</Resource>
<Resource>Models/Test/AnimTest.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="-0.0966923237" Y="1.2939688" Z="0.399702221"/>
@@ -42,7 +42,7 @@
<Entity>
<Components>
<c:Model>
<Resource>models/animTest.mesh</Resource>
<Resource>Models/Test/AnimTest.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0" Y="1.31816244" Z="1.1888907"/>
@@ -53,7 +53,7 @@
<Entity>
<Components>
<c:Model>
<Resource>models/animTest.mesh</Resource>
<Resource>Models/Test/AnimTest.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.708824873" Y="1.30000007" Z="0"/>
@@ -64,7 +64,7 @@
<Entity>
<Components>
<c:Model>
<Resource>models/animTest.mesh</Resource>
<Resource>Models/Test/AnimTest.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="1.36948848" Y="1.20000005" Z="0"/>
@@ -91,7 +91,7 @@
<Axis X="0" Y="5" Z="0"/>
</c:RaptorCopter>
<c:Transform>
<Orientation X="117.03714" Y="3023.50244" Z="3.03297734"/>
<Orientation X="117.03714" Y="3077.6958" Z="3.03297734"/>
</c:Transform>
</Components>
<Children>
@@ -154,7 +154,7 @@
</c:RaptorCopter>
<c:Transform>
<Position X="0" Y="-0.100000001" Z="0"/>
<Orientation X="0" Y="191.457993" Z="0"/>
<Orientation X="0" Y="209.88414" Z="0"/>
</c:Transform>
</Components>
<Children>
@@ -0,0 +1,377 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="AnimationTests" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:Transform/>
</Components>
<Children>
<Entity>
<Components>
<c:Model>
<Resource>Models/Core/UnitPlane.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0" Y="-1.245" Z="0"/>
<Scale X="10" Y="10" Z="10"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:DirectionalLight/>
<c:Model>
<Resource>Models/DirectionalLightWidget.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0" Y="2.42800021" Z="-2.80000019"/>
<Orientation X="5.51900005" Y="3.65100026" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Animation>
<AnimationName>Crouch</AnimationName>
<Time>1.2451274133223826</Time>
<Speed>1</Speed>
</c:Animation>
<c:Model>
<Resource>Models/Asstest.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0" Y="-1.245" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity name="R_Leg_Top">
<Components>
<c:BoneAttachment>
<BoneName>R_Leg_Top</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="1" G="19.6078434" R="1"/>
</c:Model>
<c:Transform>
<Position X="0.0718467757" Y="0.479806602" Z="0.0548748523"/>
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
<Orientation X="-0.431370437" Y="0.850169301" Z="-2.42601299"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="R_Leg_Bottom">
<Components>
<c:BoneAttachment>
<BoneName>R_Leg_Bottom</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="1" G="19.6078434" R="1"/>
</c:Model>
<c:Transform>
<Position X="0.39332974" Y="0.324809998" Z="-0.0288445484"/>
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
<Orientation X="1.18491673" Y="1.0242362" Z="-2.26206946"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="R_Foot">
<Components>
<c:BoneAttachment>
<BoneName>R_Foot</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="1" G="19.6078434" R="1"/>
</c:Model>
<c:Transform>
<Position X="0.305837631" Y="0.0361253619" Z="0.179315761"/>
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
<Orientation X="3.10044129e-07" Y="1.09664524" Z="-3.13675666"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="L_Foot">
<Components>
<c:BoneAttachment>
<BoneName>L_Foot</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="1" G="19.6078434" R="1"/>
</c:Model>
<c:Transform>
<Position X="-0.186916605" Y="0.0361250937" Z="-0.136036098"/>
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
<Orientation X="3.14159131" Y="-7.15255737e-07" Z="3.14159274"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="L_Leg_Bottom">
<Components>
<c:BoneAttachment>
<BoneName>L_Leg_Bottom</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="1" G="19.6078434" R="1"/>
</c:Model>
<c:Transform>
<Position X="-0.124794818" Y="0.343560517" Z="-0.32563746"/>
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
<Orientation X="-2.66533947" Y="-0.187336028" Z="2.93550467"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="L_Leg_Top">
<Components>
<c:BoneAttachment>
<BoneName>L_Leg_Top</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="1" G="19.6078434" R="1"/>
</c:Model>
<c:Transform>
<Position X="-0.0666294992" Y="0.471828938" Z="0.0128124626"/>
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
<Orientation X="1.98675263" Y="0.0233680122" Z="2.87409353"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Hip">
<Components>
<c:BoneAttachment>
<BoneName>Hip</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="1" G="19.6078434" R="1"/>
</c:Model>
<c:Transform>
<Position X="0.00469498895" Y="0.512485623" Z="0.0200203825"/>
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
<Orientation X="-3.03470659" Y="0.36588186" Z="-3.0760417"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Spine_1">
<Components>
<c:BoneAttachment>
<BoneName>Spine_1</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="1" G="19.6078434" R="1"/>
</c:Model>
<c:Transform>
<Position X="0.00108358753" Y="0.645309925" Z="0.00671719108"/>
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
<Orientation X="-2.23578" Y="1.12130237" Z="-2.36199307"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Spine_2">
<Components>
<c:BoneAttachment>
<BoneName>Spine_2</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="1" G="19.6078434" R="1"/>
</c:Model>
<c:Transform>
<Position X="0.0091821691" Y="0.768297315" Z="-0.0377721936"/>
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
<Orientation X="-1.92300212" Y="1.0594666" Z="-2.269871"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Spine_3">
<Components>
<c:BoneAttachment>
<BoneName>Spine_3</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="1" G="19.6078434" R="1"/>
</c:Model>
<c:Transform>
<Position X="0.0091821691" Y="0.768297315" Z="-0.0377721936"/>
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
<Orientation X="-1.92300212" Y="1.0594666" Z="-2.269871"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="R_Leg_Top">
<Components>
<c:BoneAttachment>
<BoneName>Neck</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="1" G="19.6078434" R="1"/>
</c:Model>
<c:Transform>
<Position X="0.0257265922" Y="0.835334301" Z="-0.0725377947"/>
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
<Orientation X="-2.67842054" Y="0.0451255701" Z="2.97098374"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="R_Shoulder">
<Components>
<c:BoneAttachment>
<BoneName>R_Shoulder</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="1" G="19.6078434" R="1"/>
</c:Model>
<c:Transform>
<Position X="0.0091821691" Y="0.768297315" Z="-0.0377721936"/>
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
<Orientation X="-1.92300212" Y="1.0594666" Z="-2.269871"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="R_Arm">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="1" G="19.6078434" R="1"/>
</c:Model>
<c:Transform>
<Position X="0.080665715" Y="0.757790864" Z="0.0217154976"/>
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
<Orientation X="-0.990312934" Y="0.329345405" Z="-0.0508526377"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="R_Elbow">
<Components>
<c:BoneAttachment>
<BoneName>R_Elbow</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="1" G="19.6078434" R="1"/>
</c:Model>
<c:Transform>
<Position X="-0.160035357" Y="0.843445063" Z="0.00654693879"/>
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
<Orientation X="-1.90130699" Y="-0.773362398" Z="1.06810308"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="R_Hand">
<Components>
<c:BoneAttachment>
<BoneName>R_Hand</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="1" G="19.6078434" R="1"/>
</c:Model>
<c:Transform>
<Position X="-0.238011926" Y="0.711740375" Z="-0.115170464"/>
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
<Orientation X="-0.845395327" Y="0.765393734" Z="-0.237622365"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Chin">
<Components>
<c:BoneAttachment>
<BoneName>Chin</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="1" G="19.6078434" R="1"/>
</c:Model>
<c:Transform>
<Position X="0.0430049673" Y="0.916874766" Z="-0.143034652"/>
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
<Orientation X="-2.96715546" Y="0.0551578514" Z="2.99139857"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="L_Hand">
<Components>
<c:BoneAttachment>
<BoneName>L_Hand</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="1" G="19.6078434" R="1"/>
</c:Model>
<c:Transform>
<Position X="0.0662894994" Y="0.739402592" Z="-0.459511727"/>
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
<Orientation X="-3.1153264" Y="-0.248137668" Z="-0.829112232"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="L_Elbow">
<Components>
<c:BoneAttachment>
<BoneName>L_Elbow</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="1" G="19.6078434" R="1"/>
</c:Model>
<c:Transform>
<Position X="-0.0279197786" Y="0.648010612" Z="-0.314551264"/>
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
<Orientation X="0.325028092" Y="1.40154743" Z="1.88795435"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
@@ -0,0 +1,104 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="AnimationTests" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:Transform/>
</Components>
<Children>
<Entity>
<Components>
<c:Transform>
<Position X="-0.100000001" Y="-1.11500001" Z="-3.10500026"/>
</c:Transform>
</Components>
<Children>
<Entity>
<Components>
<c:DirectionalLight/>
<c:Model>
<Resource>Models/Widgets/Lights/DirectionalLightWidget.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0" Y="2.42800021" Z="-2.80000019"/>
<Orientation X="5.40800047" Y="3.65100026" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Wave">
<Components>
<c:Animation>
<AnimationName1>Run</AnimationName1>
<Weight1>0.5</Weight1>
<Time1>0.78014858943309839</Time1>
<Speed1>1</Speed1>
<Speed2>1</Speed2>
<AnimationName2>StrafeRight</AnimationName2>
<Weight2>0.5</Weight2>
<Time2>0.78620929522779459</Time2>
<AnimationName3>ShootFastRifle</AnimationName3>
<Time3>0.13809128482706701</Time3>
<Speed3>1</Speed3>
</c:Animation>
<c:AnimationOffset>
<AnimationName>AimRifle</AnimationName>
<Time>0.040000014007091522</Time>
</c:AnimationOffset>
<c:Model>
<Resource>Models/Characters/Assault/AssaultAnimations.mesh</Resource>
<Color A="0.627451003" B="19.6078434" G="1" R="3.92156863"/>
<Transparent>true</Transparent>
</c:Model>
<c:Transform>
<Position X="-0.690088332" Y="0" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity name="R_Arm_Weapon_Joint">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Blue/AssaultWeapon.mesh</Resource>
<Color A="1" B="1" G="1" R="19.6078434"/>
<Transparent>true</Transparent>
</c:Model>
<c:Transform>
<Position X="0.144055843" Y="0.970111489" Z="-0.126199633"/>
<Orientation X="-0.535831392" Y="0.0691146553" Z="-0.0608282126"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity>
<Components>
<c:PointLight>
<Radius>10</Radius>
</c:PointLight>
<c:Transform>
<Position X="0" Y="1.0823108" Z="0.738871336"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Model>
<Resource>Models/Core/UnitPlane.mesh</Resource>
</c:Model>
<c:Transform>
<Scale X="10" Y="1" Z="10"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
@@ -0,0 +1,108 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="AnimationTests" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:Transform/>
</Components>
<Children>
<Entity>
<Components>
<c:Transform>
<Position X="-0.100000001" Y="-1.11500001" Z="-3.10500026"/>
</c:Transform>
</Components>
<Children>
<Entity>
<Components>
<c:DirectionalLight/>
<c:Model>
<Resource>Models/Widgets/Lights/DirectionalLightWidget.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0" Y="2.42800021" Z="-2.80000019"/>
<Orientation X="5.40800047" Y="3.65100026" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Wave">
<Components>
<c:Animation>
<AnimationName1>Run</AnimationName1>
<Weight1>0.5</Weight1>
<Time1>0.97312056690160276</Time1>
<Speed1>1</Speed1>
<Speed2>1</Speed2>
<AnimationName2>ReloadSwitch</AnimationName2>
<Time2>0.91310356788604263</Time2>
<AnimationName3>LeftRight</AnimationName3>
<Weight3>0</Weight3>
<Time3>0.040207288496060478</Time3>
<Speed3>1</Speed3>
</c:Animation>
<c:AnimationOffset>
<AnimationName>DownUp</AnimationName>
<Time>0.77999961376190186</Time>
</c:AnimationOffset>
<c:Model>
<Resource>Models/Characters/Assault/FirstPerson.mesh</Resource>
<Color A="0.627451003" B="19.6078434" G="1" R="3.92156863"/>
<Transparent>true</Transparent>
</c:Model>
<c:Transform>
<Position X="-0.690088332" Y="1.00491476" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity>
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Blue/AssaultWeapon.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.120548911" Y="-0.223148599" Z="-0.151705116"/>
<Orientation X="0.09407565" Y="0.0181003436" Z="0.0279055703"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Camera/>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity>
<Components>
<c:PointLight>
<Radius>10</Radius>
</c:PointLight>
<c:Transform>
<Position X="0" Y="1.0823108" Z="0.738871336"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Model>
<Resource>Models/Core/UnitPlane.mesh</Resource>
</c:Model>
<c:Transform>
<Scale X="10" Y="1" Z="10"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
+1 -1
View File
@@ -35,7 +35,7 @@
<Entity name="Asset">
<Components>
<c:Model>
<Resource>Models/AssaultWeaponBlue.mesh</Resource>
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0" Y="1" Z="0"/>
+22
View File
@@ -0,0 +1,22 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="R_Leg_Top" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:BoneAttachment>
<BoneName>R_Leg_Top</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="1" G="19.6078434" R="1"/>
</c:Model>
<c:Transform>
<Position X="0.0664939061" Y="0.714353919" Z="0.0475388765"/>
<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
<Orientation X="-0.783109188" Y="-0.0050998251" Z="3.14151597"/>
</c:Transform>
</Components>
<Children/>
</Entity>
+7 -7
View File
@@ -9,7 +9,7 @@
<Entity>
<Components>
<c:Model>
<Resource>../assets/Models/DummyScene.mesh</Resource>
<Resource>Models/Test/DummyScene.mesh</Resource>
</c:Model>
<c:Transform/>
</Components>
@@ -41,7 +41,7 @@
<HomePointForTeam>3</HomePointForTeam>
</c:CapturePoint>
<c:Model>
<Resource>../assets/Models/Core/UnitSphere.mesh</Resource>
<Resource>Models/Core/UnitSphere.mesh</Resource>
<Color A="1" B="1" G="0.200000003" R="0"/>
</c:Model>
<c:Team>
@@ -61,7 +61,7 @@
<CapturePointNumber>1</CapturePointNumber>
</c:CapturePoint>
<c:Model>
<Resource>../assets/Models/Core/UnitSphere.mesh</Resource>
<Resource>Models/Core/UnitSphere.mesh</Resource>
<Color A="1" B="0" G="1" R="1"/>
</c:Model>
<c:Team>
@@ -81,7 +81,7 @@
<CapturePointNumber>2</CapturePointNumber>
</c:CapturePoint>
<c:Model>
<Resource>../assets/Models/Core/UnitSphere.mesh</Resource>
<Resource>Models/Core/UnitSphere.mesh</Resource>
<Color A="1" B="1" G="1" R="0"/>
</c:Model>
<c:Team>
@@ -102,7 +102,7 @@
<CapturePointNumber>3</CapturePointNumber>
</c:CapturePoint>
<c:Model>
<Resource>../assets/Models/Core/UnitSphere.mesh</Resource>
<Resource>Models/Core/UnitSphere.mesh</Resource>
<Color A="1" B="0" G="0.200000003" R="1"/>
</c:Model>
<c:Team>
@@ -120,7 +120,7 @@
<c:Health/>
<c:AABB/>
<c:Model>
<Resource>../assets/Models/Core/UnitCube.mesh</Resource>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="0.482352942" G="0.490196079" R="1"/>
</c:Model>
<c:Player/>
@@ -138,7 +138,7 @@
<c:Health/>
<c:AABB/>
<c:Model>
<Resource>../assets/Models/Core/UnitCube.mesh</Resource>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="1" G="0.196078435" R="0.196078435"/>
</c:Model>
<c:Player/>
@@ -9,7 +9,7 @@
<Entity>
<Components>
<c:Model>
<Resource>../assets/Models/DummyScene.mesh</Resource>
<Resource>Models/Test/DummyScene.mesh</Resource>
</c:Model>
<c:Transform/>
</Components>
@@ -42,7 +42,7 @@
<CaptureTimer>6.9158446328696002</CaptureTimer>
</c:CapturePoint>
<c:Model>
<Resource>../assets/Models/Core/UnitSphere.mesh</Resource>
<Resource>Models/Core/UnitSphere.mesh</Resource>
<Color A="1" B="0" G="1" R="1"/>
</c:Model>
<c:Team>
@@ -63,7 +63,7 @@
<CapturePointNumber>1</CapturePointNumber>
</c:CapturePoint>
<c:Model>
<Resource>../assets/Models/Core/UnitSphere.mesh</Resource>
<Resource>Models/Core/UnitSphere.mesh</Resource>
<Color A="1" B="1" G="1" R="0"/>
</c:Model>
<c:Team>
@@ -83,7 +83,7 @@
<CapturePointNumber>2</CapturePointNumber>
</c:CapturePoint>
<c:Model>
<Resource>../assets/Models/Core/UnitSphere.mesh</Resource>
<Resource>Models/Core/UnitSphere.mesh</Resource>
<Color A="1" B="0" G="0.200000003" R="1"/>
</c:Model>
<c:Team>
@@ -104,7 +104,7 @@
<CapturePointNumber>3</CapturePointNumber>
</c:CapturePoint>
<c:Model>
<Resource>../assets/Models/Core/UnitSphere.mesh</Resource>
<Resource>Models/Core/UnitSphere.mesh</Resource>
<Color A="1" B="0" G="0.200000003" R="1"/>
</c:Model>
<c:Team>
@@ -122,7 +122,7 @@
<c:Health/>
<c:AABB/>
<c:Model>
<Resource>../assets/Models/Core/UnitCube.mesh</Resource>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="0.482352942" G="0.490196079" R="1"/>
</c:Model>
<c:Player/>
@@ -140,7 +140,7 @@
<c:Health/>
<c:AABB/>
<c:Model>
<Resource>../assets/Models/Core/UnitCube.mesh</Resource>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="1" G="0.196078435" R="0.196078435"/>
</c:Model>
<c:Player/>
@@ -9,7 +9,7 @@
<Entity>
<Components>
<c:Model>
<Resource>../assets/Models/DummyScene.mesh</Resource>
<Resource>Models/Test/DummyScene.mesh</Resource>
</c:Model>
<c:Transform/>
</Components>
@@ -41,7 +41,7 @@
<HomePointForTeam>3</HomePointForTeam>
</c:CapturePoint>
<c:Model>
<Resource>../assets/Models/Core/UnitSphere.mesh</Resource>
<Resource>Models/Core/UnitSphere.mesh</Resource>
<Color A="1" B="1" G="0.200000003" R="0"/>
</c:Model>
<c:Team>
@@ -61,7 +61,7 @@
<CapturePointNumber>1</CapturePointNumber>
</c:CapturePoint>
<c:Model>
<Resource>../assets/Models/Core/UnitSphere.mesh</Resource>
<Resource>Models/Core/UnitSphere.mesh</Resource>
<Color A="1" B="1" G="1" R="0"/>
</c:Model>
<c:Team/>
@@ -79,7 +79,7 @@
<CapturePointNumber>2</CapturePointNumber>
</c:CapturePoint>
<c:Model>
<Resource>../assets/Models/Core/UnitSphere.mesh</Resource>
<Resource>Models/Core/UnitSphere.mesh</Resource>
<Color A="1" B="0" G="1" R="1"/>
</c:Model>
<c:Team/>
@@ -98,7 +98,7 @@
<CapturePointNumber>3</CapturePointNumber>
</c:CapturePoint>
<c:Model>
<Resource>../assets/Models/Core/UnitSphere.mesh</Resource>
<Resource>Models/Core/UnitSphere.mesh</Resource>
<Color A="1" B="0" G="0.200000003" R="1"/>
</c:Model>
<c:Team>
@@ -116,7 +116,7 @@
<c:Health/>
<c:AABB/>
<c:Model>
<Resource>../assets/Models/Core/UnitCube.mesh</Resource>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="0.482352942" G="0.490196079" R="1"/>
</c:Model>
<c:Player/>
@@ -134,7 +134,7 @@
<c:Health/>
<c:AABB/>
<c:Model>
<Resource>../assets/Models/Core/UnitCube.mesh</Resource>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="1" G="0.196078435" R="0.196078435"/>
</c:Model>
<c:Player/>
+10 -10
View File
@@ -9,7 +9,7 @@
<Entity>
<Components>
<c:Model>
<Resource>../assets/Models/DummyScene.mesh</Resource>
<Resource>Models/Test/DummyScene.mesh</Resource>
</c:Model>
<c:Transform/>
</Components>
@@ -41,7 +41,7 @@
<HomePointForTeam>3</HomePointForTeam>
</c:CapturePoint>
<c:Model>
<Resource>../assets/Models/Core/UnitSphere.mesh</Resource>
<Resource>Models/Core/UnitSphere.mesh</Resource>
<Color A="1" B="1" G="0.200000003" R="0"/>
</c:Model>
<c:Team>
@@ -61,7 +61,7 @@
<CapturePointNumber>1</CapturePointNumber>
</c:CapturePoint>
<c:Model>
<Resource>../assets/Models/Core/UnitSphere.mesh</Resource>
<Resource>Models/Core/UnitSphere.mesh</Resource>
<Color A="1" B="0" G="1" R="1"/>
</c:Model>
<c:Team>
@@ -81,7 +81,7 @@
<CapturePointNumber>2</CapturePointNumber>
</c:CapturePoint>
<c:Model>
<Resource>../assets/Models/Core/UnitSphere.mesh</Resource>
<Resource>Models/Core/UnitSphere.mesh</Resource>
<Color A="1" B="1" G="1" R="0"/>
</c:Model>
<c:Team>
@@ -101,7 +101,7 @@
<CapturePointNumber>3</CapturePointNumber>
</c:CapturePoint>
<c:Model>
<Resource>../assets/Models/Core/UnitSphere.mesh</Resource>
<Resource>Models/Core/UnitSphere.mesh</Resource>
<Color A="1" B="0" G="0.200000003" R="1"/>
</c:Model>
<c:Team>
@@ -122,7 +122,7 @@
<CapturePointNumber>4</CapturePointNumber>
</c:CapturePoint>
<c:Model>
<Resource>../assets/Models/Core/UnitSphere.mesh</Resource>
<Resource>Models/Core/UnitSphere.mesh</Resource>
<Color A="1" B="0" G="0.200000003" R="1"/>
</c:Model>
<c:Team>
@@ -140,7 +140,7 @@
<c:Health/>
<c:AABB/>
<c:Model>
<Resource>../assets/Models/Core/UnitCube.mesh</Resource>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="0.482352942" G="0.490196079" R="1"/>
</c:Model>
<c:Player/>
@@ -158,7 +158,7 @@
<c:Health/>
<c:AABB/>
<c:Model>
<Resource>../assets/Models/Core/UnitCube.mesh</Resource>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="0.482352942" G="0.490196079" R="1"/>
</c:Model>
<c:Player/>
@@ -176,7 +176,7 @@
<c:Health/>
<c:AABB/>
<c:Model>
<Resource>../assets/Models/Core/UnitCube.mesh</Resource>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="1" G="0.196078435" R="0.196078435"/>
</c:Model>
<c:Player/>
@@ -194,7 +194,7 @@
<c:Health/>
<c:AABB/>
<c:Model>
<Resource>../assets/Models/Core/UnitCube.mesh</Resource>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="1" G="0.196078435" R="0.196078435"/>
</c:Model>
<c:Player/>
+10 -10
View File
@@ -9,7 +9,7 @@
<Entity>
<Components>
<c:Model>
<Resource>../assets/Models/DummyScene.mesh</Resource>
<Resource>Models/Test/DummyScene.mesh</Resource>
</c:Model>
<c:Transform/>
</Components>
@@ -41,7 +41,7 @@
<HomePointForTeam>3</HomePointForTeam>
</c:CapturePoint>
<c:Model>
<Resource>../assets/Models/Core/UnitSphere.mesh</Resource>
<Resource>Models/Core/UnitSphere.mesh</Resource>
<Color A="1" B="1" G="0.200000003" R="0"/>
</c:Model>
<c:Team>
@@ -61,7 +61,7 @@
<CapturePointNumber>1</CapturePointNumber>
</c:CapturePoint>
<c:Model>
<Resource>../assets/Models/Core/UnitSphere.mesh</Resource>
<Resource>Models/Core/UnitSphere.mesh</Resource>
<Color A="1" B="1" G="1" R="0"/>
</c:Model>
<c:Team/>
@@ -79,7 +79,7 @@
<CapturePointNumber>2</CapturePointNumber>
</c:CapturePoint>
<c:Model>
<Resource>../assets/Models/Core/UnitSphere.mesh</Resource>
<Resource>Models/Core/UnitSphere.mesh</Resource>
</c:Model>
<c:Team/>
<c:Transform>
@@ -96,7 +96,7 @@
<CapturePointNumber>3</CapturePointNumber>
</c:CapturePoint>
<c:Model>
<Resource>../assets/Models/Core/UnitSphere.mesh</Resource>
<Resource>Models/Core/UnitSphere.mesh</Resource>
<Color A="1" B="0" G="1" R="1"/>
</c:Model>
<c:Team/>
@@ -115,7 +115,7 @@
<CapturePointNumber>4</CapturePointNumber>
</c:CapturePoint>
<c:Model>
<Resource>../assets/Models/Core/UnitSphere.mesh</Resource>
<Resource>Models/Core/UnitSphere.mesh</Resource>
<Color A="1" B="0" G="0.200000003" R="1"/>
</c:Model>
<c:Team>
@@ -133,7 +133,7 @@
<c:Health/>
<c:AABB/>
<c:Model>
<Resource>../assets/Models/Core/UnitCube.mesh</Resource>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="0.482352942" G="0.490196079" R="1"/>
</c:Model>
<c:Player/>
@@ -151,7 +151,7 @@
<c:Health/>
<c:AABB/>
<c:Model>
<Resource>../assets/Models/Core/UnitCube.mesh</Resource>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="0.482352942" G="0.490196079" R="1"/>
</c:Model>
<c:Player/>
@@ -169,7 +169,7 @@
<c:Health/>
<c:AABB/>
<c:Model>
<Resource>../assets/Models/Core/UnitCube.mesh</Resource>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="1" G="0.196078435" R="0.196078435"/>
</c:Model>
<c:Player/>
@@ -187,7 +187,7 @@
<c:Health/>
<c:AABB/>
<c:Model>
<Resource>../assets/Models/Core/UnitCube.mesh</Resource>
<Resource>Models/Core/UnitCube.mesh</Resource>
<Color A="1" B="1" G="0.196078435" R="0.196078435"/>
</c:Model>
<c:Player/>
@@ -17,7 +17,7 @@
</HomePointForTeam>
</c:CapturePoint>
<c:Model>
<Resource>C:\Users\123456\Workspace\TacticalZ\assets\Models\Core\UnitSphere.mesh</Resource>
<Resource>Models/Core/UnitSphere.mesh</Resource>
<Color A="1" B="0" G="0.200000003" R="1"/>
</c:Model>
<c:Team>
@@ -39,7 +39,7 @@
<CapturePointNumber>1</CapturePointNumber>
</c:CapturePoint>
<c:Model>
<Resource>C:\Users\123456\Workspace\TacticalZ\assets\Models\Core\UnitSphere.mesh</Resource>
<Resource>Models/Core/UnitSphere.mesh</Resource>
<Color A="1" B="1" G="1" R="0"/>
</c:Model>
<c:Team/>
@@ -57,7 +57,7 @@
<CapturePointNumber>2</CapturePointNumber>
</c:CapturePoint>
<c:Model>
<Resource>C:\Users\123456\Workspace\TacticalZ\assets\Models\Core\UnitSphere.mesh</Resource>
<Resource>Models/Core/UnitSphere.mesh</Resource>
<Color A="1" B="1" G="0.200000003" R="0"/>
</c:Model>
<c:Team>
@@ -79,7 +79,7 @@
<CapturePointNumber>3</CapturePointNumber>
</c:CapturePoint>
<c:Model>
<Resource>C:\Users\123456\Workspace\TacticalZ\assets\Models\Core\UnitSphere.mesh</Resource>
<Resource>Models/Core/UnitSphere.mesh</Resource>
<Color A="1" B="1" G="0.200000003" R="0"/>
</c:Model>
<c:Team>
@@ -104,7 +104,7 @@
<CapturePointNumber>4</CapturePointNumber>
</c:CapturePoint>
<c:Model>
<Resource>C:\Users\123456\Workspace\TacticalZ\assets\Models\Core\UnitSphere.mesh</Resource>
<Resource>Models/Core/UnitSphere.mesh</Resource>
<Color A="1" B="1" G="0.200000003" R="0"/>
</c:Model>
<c:Team>
@@ -124,7 +124,7 @@
<c:AABB/>
<c:Health/>
<c:Model>
<Resource>C:\Users\123456\Workspace\TacticalZ\assets\Models\Core\UnitCube.mesh</Resource>
<Resource>Models/Core/UnitCube.mesh</Resource>
</c:Model>
<c:Player/>
<c:Team>
@@ -143,7 +143,7 @@
<c:AABB/>
<c:Health/>
<c:Model>
<Resource>C:\Users\123456\Workspace\TacticalZ\assets\Models\Core\UnitCube.mesh</Resource>
<Resource>Models/Core/UnitCube.mesh</Resource>
</c:Model>
<c:Player/>
<c:Team>
@@ -160,7 +160,7 @@
<Entity>
<Components>
<c:Model>
<Resource>C:\Users\123456\Workspace\TacticalZ\assets\Models\DummyScene.mesh</Resource>
<Resource>Models/Test/DummyScene.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="-0.600000024" Y="0" Z="0"/>
+11 -11
View File
@@ -37,7 +37,7 @@
<Intensity>0.80000001192092896</Intensity>
</c:DirectionalLight>
<c:Model>
<Resource>Models/DirectionalLightWidget.mesh</Resource>
<Resource>Models/Widgets/Lights/DirectionalLightWidget.mesh</Resource>
</c:Model>
<c:RaptorCopter>
<Speed>1</Speed>
@@ -62,7 +62,7 @@
<RandomnessScalar>3</RandomnessScalar>
</c:ExplosionEffect>
<c:Model>
<Resource>Models/Assault.mesh</Resource>
<Resource>Models/Characters/Assault/AssaultTPose.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="-1.68900967" Y="0.527161121" Z="-1.59648728"/>
@@ -73,7 +73,7 @@
<Entity name="SecondaryWeapon">
<Components>
<c:Model>
<Resource>Models/AssaultWeaponRed.mesh</Resource>
<Resource>Models/Weapons/Red/AssaultWeaponRed.mesh</Resource>
<Transparent>true</Transparent>
</c:Model>
<c:Transform>
@@ -86,7 +86,7 @@
<Entity name="SecondaryWeaponRed">
<Components>
<c:Model>
<Resource>Models/DefenderGunRed.mesh</Resource>
<Resource>Models/Weapons/Red/DefenderGunRed.mesh</Resource>
<Transparent>true</Transparent>
<NormalMap>false</NormalMap>
</c:Model>
@@ -115,7 +115,7 @@
<Speed>1</Speed>
</c:Animation>
<c:Model>
<Resource>models/AssaultAnimated.mesh</Resource>
<Resource>Models/Characters/Assault/AssaultAnimated.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.786919653" Y="0" Z="0"/>
@@ -131,7 +131,7 @@
<Speed>1</Speed>
</c:Animation>
<c:Model>
<Resource>models/AssaultAnimated.mesh</Resource>
<Resource>Models/Characters/Assault/AssaultAnimated.mesh</Resource>
</c:Model>
<c:Transform/>
</Components>
@@ -157,7 +157,7 @@
<Entity name="Log">
<Components>
<c:Model>
<Resource>Models/Log.mesh</Resource>
<Resource>Models/Props/TreeLog.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="-4" Y="0.698000014" Z="-1"/>
@@ -176,7 +176,7 @@
<Entity name="CombinedSpheres">
<Components>
<c:Model>
<Resource>models/NormSpecIncdMapSphere.mesh</Resource>
<Resource>Models/Test/NormSpecIncdMapSphere.mesh</Resource>
</c:Model>
<c:Transform/>
</Components>
@@ -260,7 +260,7 @@
<Entity name="NormalSphere">
<Components>
<c:Model>
<Resource>Models/NormalMapSphere.mesh</Resource>
<Resource>Models/Test/NormalMapSphere.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="1.82700014" Y="0" Z="-0.166000009"/>
@@ -271,7 +271,7 @@
<Entity name="SpecularSphere">
<Components>
<c:Model>
<Resource>Models/SpecularMapSphere.mesh</Resource>
<Resource>Models/Test/SpecularMapSphere.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="-1.06487739" Y="0" Z="1.52336037"/>
@@ -313,7 +313,7 @@
<Entity name="GlowMap">
<Components>
<c:Model>
<Resource>Models/IncandescenceMapSphere.mesh</Resource>
<Resource>Models/Test/IncandescenceMapSphere.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="-1.10000002" Y="0" Z="-1.80000007"/>
@@ -18,7 +18,7 @@
<Axis X="1" Y="0" Z="0"/>
</c:EditorWidget>
<c:Model>
<Resource>Models/RotationWidgetX.mesh</Resource>
<Resource>Models/Widgets/Rotate/RotationWidgetX.mesh</Resource>
</c:Model>
<c:Transform/>
</Components>
@@ -33,7 +33,7 @@
<Axis X="0" Y="1" Z="0"/>
</c:EditorWidget>
<c:Model>
<Resource>Models/RotationWidgetY.mesh</Resource>
<Resource>Models/Widgets/Rotate/RotationWidgetY.mesh</Resource>
</c:Model>
<c:Transform/>
</Components>
@@ -48,7 +48,7 @@
<Axis X="0" Y="0" Z="1"/>
</c:EditorWidget>
<c:Model>
<Resource>Models/RotationWidgetZ.mesh</Resource>
<Resource>Models/Widgets/Rotate/RotationWidgetZ.mesh</Resource>
</c:Model>
<c:Transform/>
</Components>
@@ -3,7 +3,7 @@
<Components>
<c:Model>
<Resource>Models/ScaleWidgetOrigin.mesh</Resource>
<Resource>Models/Widgets/Scale/ScalingWidgetOrigin.mesh</Resource>
</c:Model>
<c:Transform/>
<c:UniformScale>
@@ -20,7 +20,7 @@
</Type>
</c:EditorWidget>
<c:Model>
<Resource>Models/ScaleWidgetX.mesh</Resource>
<Resource>Models/Widgets/Scale/ScalingWidgetX.mesh</Resource>
</c:Model>
<c:Transform/>
</Components>
@@ -34,7 +34,7 @@
</Type>
</c:EditorWidget>
<c:Model>
<Resource>Models/ScaleWidgetY.mesh</Resource>
<Resource>Models/Widgets/Scale/ScalingWidgetY.mesh</Resource>
</c:Model>
<c:Transform/>
</Components>
@@ -48,7 +48,7 @@
</Type>
</c:EditorWidget>
<c:Model>
<Resource>Models/ScaleWidgetZ.mesh</Resource>
<Resource>Models/Widgets/Scale/ScalingWidgetZ.mesh</Resource>
</c:Model>
<c:Transform/>
</Components>
@@ -3,7 +3,7 @@
<Components>
<c:Model>
<Resource>Models/TranslationWidgetOrigin.mesh</Resource>
<Resource>Models/Widgets/Translate/TranslationWidgetOrigin.mesh</Resource>
</c:Model>
<c:Transform/>
<c:UniformScale>
@@ -18,7 +18,7 @@
<Axis X="1" Y="0" Z="0"/>
</c:EditorWidget>
<c:Model>
<Resource>Models/TranslationWidgetX.mesh</Resource>
<Resource>Models/Widgets/Translate/TranslationWidgetX.mesh</Resource>
</c:Model>
<c:Transform/>
</Components>
@@ -30,7 +30,7 @@
<Axis X="0" Y="1" Z="0"/>
</c:EditorWidget>
<c:Model>
<Resource>Models/TranslationWidgetY.mesh</Resource>
<Resource>Models/Widgets/Translate/TranslationWidgetY.mesh</Resource>
</c:Model>
<c:Transform/>
</Components>
@@ -42,7 +42,7 @@
<Axis X="0" Y="0" Z="1"/>
</c:EditorWidget>
<c:Model>
<Resource>Models/TranslationWidgetZ.mesh</Resource>
<Resource>Models/Widgets/Translate/TranslationWidgetZ.mesh</Resource>
</c:Model>
<c:Transform/>
</Components>
@@ -54,7 +54,7 @@
<Axis X="0" Y="1" Z="1"/>
</c:EditorWidget>
<c:Model>
<Resource>Models/WidgetPlaneX.mesh</Resource>
<Resource>Models/Widgets/Translate/TranslationWidgetPlaneX.mesh</Resource>
</c:Model>
<c:Transform/>
</Components>
@@ -66,7 +66,7 @@
<Axis X="1" Y="0" Z="1"/>
</c:EditorWidget>
<c:Model>
<Resource>Models/WidgetPlaneY.mesh</Resource>
<Resource>Models/Widgets/Translate/TranslationWidgetPlaneY.mesh</Resource>
</c:Model>
<c:Transform/>
</Components>
@@ -78,7 +78,7 @@
<Axis X="1" Y="1" Z="0"/>
</c:EditorWidget>
<c:Model>
<Resource>Models/WidgetPlaneZ.mesh</Resource>
<Resource>Models/Widgets/Translate/TranslationWidgetPlaneZ.mesh</Resource>
</c:Model>
<c:Transform/>
</Components>
+5 -11
View File
@@ -3,7 +3,7 @@
<Components>
<c:Transform>
<Position X="0" Y="-0.00432979874" Z="0"/>
<Position X="2.5629313" Y="-1.99438679" Z="0"/>
</c:Transform>
</Components>
@@ -18,23 +18,17 @@
<Axis X="1.50000012" Y="-2.20000005" Z="2.10000014"/>
</c:RaptorCopter>
<c:Transform>
<Position X="0" Y="2.87819886" Z="0"/>
<Position X="0.00367118185" Y="0" Z="0.200000003"/>
</c:Transform>
</Components>
<Children>
<Entity>
<Components>
<c:Animation>
<Name>Run</Name>
<Time>0.56277947897317659</Time>
<Speed>1</Speed>
<AnimationName>Crouch Walk</AnimationName>
<Time>0.64462505387501778</Time>
<Speed>8</Speed>
</c:Animation>
<c:ExplosionEffect>
<Velocity X="0" Y="1.10000002" Z="3.30000019"/>
<ExplosionOrigin X="-0.600000024" Y="1" Z="0"/>
<TimeSinceDeath>0.95625903442123672</TimeSinceDeath>
<EndColor A="0" B="0.815686285" G="1" R="0"/>
</c:ExplosionEffect>
<c:Model>
<Resource>Models/AssaultAnimated.mesh</Resource>
<Color A="1" B="392156.875" G="1" R="1"/>
+57
View File
@@ -0,0 +1,57 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="Wave" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:Animation>
<AnimationName1>Run</AnimationName1>
<Weight1>0.5</Weight1>
<Time1>0.97312056690160276</Time1>
<Speed1>1</Speed1>
<Speed2>1</Speed2>
<AnimationName2>ReloadSwitch</AnimationName2>
<Time2>0.91310356788604263</Time2>
<AnimationName3>LeftRight</AnimationName3>
<Weight3>0</Weight3>
<Time3>0.040207288496060478</Time3>
<Speed3>1</Speed3>
</c:Animation>
<c:AnimationOffset>
<AnimationName>DownUp</AnimationName>
<Time>0.77999961376190186</Time>
</c:AnimationOffset>
<c:Model>
<Resource>Models/Characters/Assault/FirstPerson.mesh</Resource>
<Color A="0.627451003" B="19.6078434" G="1" R="3.92156863"/>
<Transparent>true</Transparent>
</c:Model>
<c:Transform>
<Position X="-0.690088332" Y="1.00491476" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity>
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Blue/AssaultWeapon.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.120778561" Y="-0.223796993" Z="-0.15143311"/>
<Orientation X="0.0957378224" Y="0.0132024018" Z="0.0284451656"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Camera/>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
+2 -2
View File
@@ -14,7 +14,7 @@
</c:AABB>
<c:Collidable/>
<c:Model>
<Resource>Models\MapVersion1.mesh</Resource>
<Resource>Models/LevelBase/MapVersion1.mesh</Resource>
</c:Model>
<c:Transform/>
</Components>
@@ -26,7 +26,7 @@
<Intensity>2</Intensity>
</c:DirectionalLight>
<c:Model>
<Resource>Models/DirectionalLightWidget.mesh</Resource>
<Resource>Models/Widgets/Lights/DirectionalLightWidget.mesh</Resource>
<Visible>false</Visible>
</c:Model>
<c:Transform>
+1 -1
View File
@@ -19,7 +19,7 @@
<Entity>
<Components>
<c:Model>
<Resource>models/animTest.mesh</Resource>
<Resource>Models/Test/AnimTest.mesh</Resource>
</c:Model>
<c:Transform/>
</Components>
+9 -11
View File
@@ -26,7 +26,7 @@
<Components>
<c:SpawnPoint/>
<c:Model>
<Resource>Models/Assault.mesh</Resource>
<Resource>Models/Characters/Assault/AssaultTPose.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/Assault.mesh</Resource>
<Resource>Models/Characters/Assault/AssaultTPose.mesh</Resource>
<Color A="1" B="0.0117647061" G="0" R="1"/>
</c:Model>
<c:Transform>
@@ -52,9 +52,10 @@
</Entity>
<Entity name="DirectionalLight">
<Components>
<c:SceneLight/>
<c:DirectionalLight/>
<c:Model>
<Resource>Models/DirectionalLightWidget.mesh</Resource>
<Resource>sModels/Widgets/Lights/DirectionalLightWidget.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="-6.00145912" Y="1.42697716" Z="3.04144025"/>
@@ -65,9 +66,6 @@
</Entity>
<Entity name="ObstacleCourse">
<Components>
<c:AABB>
<Size X="50" Y="50" Z="50"/>
</c:AABB>
<c:Collidable/>
<c:Model>
<Resource>Models/Test/ObstacleCourse.mesh</Resource>
@@ -96,7 +94,7 @@
<Components>
<c:SpawnPoint/>
<c:Model>
<Resource>Models/Assault.mesh</Resource>
<Resource>Models/Characters/Assault/AssaultTPose.mesh</Resource>
<Color A="1" B="1" G="0.254901975" R="0"/>
</c:Model>
<c:Transform>
@@ -109,7 +107,7 @@
<Components>
<c:SpawnPoint/>
<c:Model>
<Resource>Models/Assault.mesh</Resource>
<Resource>Models/Characters/Assault/AssaultTPose.mesh</Resource>
<Color A="1" B="1" G="0.254901975" R="0"/>
</c:Model>
<c:Transform>
@@ -171,7 +169,7 @@
<Entity name="CameraModel">
<Components>
<c:Model>
<Resource>Models/Camera.mesh</Resource>
<Resource>Models/Widgets/Camera.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0" Y="0.0331346765" Z="-0.0792061687"/>
@@ -186,7 +184,7 @@
<Components>
<c:Camera/>
<c:Model>
<Resource>Models/Camera.mesh</Resource>
<Resource>Models/Widgets/Camera.mesh</Resource>
<Visible>false</Visible>
</c:Model>
<c:Transform>
@@ -199,7 +197,7 @@
<Entity name="PlayerModel">
<Components>
<c:Model>
<Resource>Models/AssaultHeadless.mesh</Resource>
<Resource>Models/Characters/Assault/AssaultHeadless.mesh</Resource>
<Color A="1" B="0" G="0" R="1"/>
</c:Model>
<c:Transform>
File diff suppressed because it is too large Load Diff
+84 -30
View File
@@ -6,10 +6,11 @@
<Origin X="0" Y="0.772000015" Z="0"/>
<Size X="1" Y="1.60000002" Z="1"/>
</c:AABB>
<c:DashAbility>
<CoolDownMaxTimer>2.0</CoolDownMaxTimer>
</c:DashAbility>
<c:AssaultWeapon>
<RPM>600</RPM>
</c:AssaultWeapon>
<c:Collidable/>
<c:DashAbility/>
<c:Health/>
<c:Physics>
<Velocity X="2.30999646e-23" Y="0" Z="1.05272533e-23"/>
@@ -19,12 +20,10 @@
</c:Player>
<c:Team>
<Team>
<Red/>
<Blue/>
</Team>
</c:Team>
<c:Transform>
<Position X="9.56501799e-22" Y="-0.471999973" Z="4.35902473e-22"/>
</c:Transform>
<c:Transform/>
</Components>
<Children>
@@ -32,7 +31,7 @@
<Components>
<c:Camera/>
<c:Transform>
<Position X="0" Y="1.37700009" Z="0"/>
<Position X="0" Y="1.27700007" Z="0"/>
</c:Transform>
</Components>
<Children>
@@ -53,7 +52,7 @@
<Entity name="CameraModel">
<Components>
<c:Model>
<Resource>Models/Camera.mesh</Resource>
<Resource>Models/Widgets/Camera.mesh</Resource>
<Visible>false</Visible>
</c:Model>
<c:Transform>
@@ -92,7 +91,7 @@
<Entity name="Crosshair">
<Components>
<c:Model>
<Resource>Models/CrosshairQuad.mesh</Resource>
<Resource>Models/Weapons/CrosshairQuad.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0" Y="0" Z="0.200000003"/>
@@ -102,25 +101,48 @@
</Components>
<Children/>
</Entity>
<Entity name="Weapon">
</Children>
</Entity>
<Entity name="Hands">
<Components>
<c:Animation>
<AnimationName1>Idle</AnimationName1>
<Time1>0.52743271827223559</Time1>
<Speed1>1</Speed1>
</c:Animation>
<c:Model>
<Resource>Models/Characters/Assault/FirstPerson.mesh</Resource>
<Transparent>true</Transparent>
</c:Model>
<c:Transform/>
</Components>
<Children>
<Entity name="WeaponModel">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:Model>
<Resource>Models/AssaultWeaponRed.mesh</Resource>
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.180000007" Y="-0.183000013" Z="0"/>
<Orientation X="0" Y="3.08300018" Z="0"/>
<Position X="0.120747946" Y="-0.232330009" Z="-0.151475713"/>
<Orientation X="0.0104046576" Y="-0.00268170447" Z="0.0428439789"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="WeaponMuzzle">
<Components>
<c:Transform>
<Position X="0.215000004" Y="-0.153000012" Z="-0.266000003"/>
</c:Transform>
</Components>
<Children/>
<Children>
<Entity name="WeaponMuzzle">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/RayBlue.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.00325386273" Y="0.0970000029" Z="-0.843000054"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
@@ -130,7 +152,7 @@
<Components>
<c:Camera/>
<c:Model>
<Resource>Models/Camera.mesh</Resource>
<Resource>Models/Widgets/Camera.mesh</Resource>
<Visible>false</Visible>
</c:Model>
<c:Transform>
@@ -143,18 +165,50 @@
<Entity name="PlayerModel">
<Components>
<c:Animation>
<Name>Hold Pos</Name>
<Time>0.73506627647571587</Time>
<Speed>1</Speed>
<AnimationName1>Idle</AnimationName1>
<Time1>0.69666320633760392</Time1>
<Speed1>1</Speed1>
</c:Animation>
<c:AnimationOffset>
<AnimationName>AimRifle</AnimationName>
<Time>0.5</Time>
</c:AnimationOffset>
<c:HiddenForLocalPlayer/>
<c:Model>
<Resource>Models/AssaultAnimated.mesh</Resource>
<Color A="1" B="0" G="0" R="1"/>
<Resource>Models/Characters/Assault/AssaultAnimations.mesh</Resource>
<Color A="1" B="1" G="0.309803933" R="0"/>
</c:Model>
<c:Transform/>
</Components>
<Children/>
<Children>
<Entity name="ThirdPersonWeaponModel">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.162715688" Y="1.02479136" Z="-0.215626657"/>
<Orientation X="-0.0629899353" Y="-0.0542047173" Z="0.11849726"/>
</c:Transform>
</Components>
<Children>
<Entity name="ThirdPersonWeaponMuzzle">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/RayBlue.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.00644115033" Y="0.096679531" Z="-0.436609417"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="AABBStanding">
<Components>

Some files were not shown because too many files have changed in this diff Show More