Merge remote-tracking branch 'origin/master' into DoubleJumpEffect
# Conflicts: # include/Game/Systems/PlayerMovementSystem.h
This commit is contained in:
@@ -0,0 +1,13 @@
|
||||
#ifndef Events_DashAbility_h__
|
||||
#define Events_DashAbility_h__
|
||||
|
||||
#include "Core/Event.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct DashAbility : public Event { };
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,16 @@
|
||||
#ifndef Events_DoubleJump_h__
|
||||
#define Events_DoubleJump_h__
|
||||
|
||||
#include "Core/Event.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct DoubleJump : public Event
|
||||
{
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -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
@@ -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
|
||||
@@ -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
|
||||
@@ -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;
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -14,7 +14,7 @@
|
||||
class PickupSpawnSystem : public ImpureSystem
|
||||
{
|
||||
public:
|
||||
PickupSpawnSystem(World* world, EventBroker* eventBroker);
|
||||
PickupSpawnSystem(SystemParams params);
|
||||
|
||||
virtual void Update(double dt) override;
|
||||
|
||||
|
||||
@@ -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
|
||||
@@ -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);
|
||||
};
|
||||
@@ -10,7 +10,7 @@
|
||||
class PlayerSpawnSystem : public ImpureSystem
|
||||
{
|
||||
public:
|
||||
PlayerSpawnSystem(World* world, EventBroker* eventBroker);
|
||||
PlayerSpawnSystem(SystemParams params);
|
||||
|
||||
virtual void Update(double dt) override;
|
||||
|
||||
|
||||
@@ -4,8 +4,8 @@
|
||||
class RaptorCopterSystem : public PureSystem
|
||||
{
|
||||
public:
|
||||
RaptorCopterSystem(World* world, EventBroker* eventBroker)
|
||||
: System(world, eventBroker)
|
||||
RaptorCopterSystem(SystemParams params)
|
||||
: System(params)
|
||||
, PureSystem("RaptorCopter")
|
||||
{ }
|
||||
|
||||
|
||||
@@ -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
|
||||
@@ -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);
|
||||
|
||||
|
||||
@@ -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
|
||||
Reference in New Issue
Block a user