Components for CapturePoint arrow HUD element and a system skeleton
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@@ -0,0 +1,20 @@
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#ifndef CapturePointArrowHUDSystem_h__
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#define CapturePointArrowHUDSystem_h__
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#include <GLFW/glfw3.h>
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#include <glm/common.hpp>
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#include "Common.h"
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#include "Core/System.h"
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class CapturePointArrowHUDSystem : public ImpureSystem
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{
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public:
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CapturePointArrowHUDSystem(SystemParams params);
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virtual void Update(double dt) override;
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private:
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};
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#endif
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@@ -50,4 +50,5 @@
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<xs:include schemaLocation="Components/WeaponAttachment.xsd"/>
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<xs:include schemaLocation="Components/DefenderWeapon.xsd"/>
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<xs:include schemaLocation="Components/CapturePointGameMode.xsd"/>
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<xs:include schemaLocation="Components/CapturePointArrowHUD.xsd"/>
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</xs:schema>
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@@ -1,5 +0,0 @@
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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
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<CapturePointHUD xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="CapturePointHUD.xsd">
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<CapturePointNumber>0</CapturePointNumber>
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<Owner><Spectator/></Owner>
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</CapturePointHUD>
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@@ -1,24 +0,0 @@
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<?xml version="1.0"?>
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<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
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<xs:import schemaLocation="../Types.xsd" namespace="types"/>
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<xs:include schemaLocation="../Types/TeamEnum.xsd"/>
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<xs:element name="CapturePointHUD">
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<xs:annotation>
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<xs:documentation>Hud element for tracking capture points.</xs:documentation>
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</xs:annotation>
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<xs:complexType>
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<xs:all>
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<xs:element name="CapturePointNumber" type="t:int" minOccurs="0">
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<xs:annotation>
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<xs:documentation>Corresponds to the number on the capture point it should track.</xs:documentation>
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</xs:annotation>
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</xs:element>
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<xs:element name="Owner" type="TeamEnum" minOccurs="0">
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<xs:annotation>
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<xs:documentation>Specify the team that own this capturePoint.</xs:documentation>
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</xs:annotation>
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</xs:element>
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</xs:all>
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</xs:complexType>
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</xs:element>
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</xs:schema>
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@@ -0,0 +1,4 @@
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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
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<CapturePointArrowHUD xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="CapturePointArrowHUD.xsd">
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<CurrentTarget>0</CurrentTarget>
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</CapturePointArrowHUD>
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@@ -0,0 +1,18 @@
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<?xml version="1.0"?>
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<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
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<xs:import schemaLocation="../Types.xsd" namespace="types"/>
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<xs:element name="CapturePointArrowHUD">
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<xs:annotation>
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<xs:documentation>HUD element for tracking next capturable Capture Point.</xs:documentation>
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</xs:annotation>
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<xs:complexType>
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<xs:all>
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<xs:element name="CurrentTarget" type="t:int" minOccurs="0">
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<xs:annotation>
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<xs:documentation>Corresponds to the current capturepoint the arrow points Towards</xs:documentation>
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</xs:annotation>
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</xs:element>
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</xs:all>
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</xs:complexType>
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</xs:element>
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</xs:schema>
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@@ -52,6 +52,7 @@
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<xs:element ref="c:Button" minOccurs="0"/>
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<xs:element ref="c:WeaponAttachment" minOccurs="0"/>
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<xs:element ref="c:DefenderWeapon" minOccurs="0"/>
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<xs:element ref="c:CapturePointArrowHUD" minOccurs="0"/>
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</xs:all>
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</xs:complexType>
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</xs:element>
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@@ -25,6 +25,7 @@
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#include "Rendering/AnimationSystem.h"
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#include "Network/MultiplayerSnapshotFilter.h"
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#include "Game/Systems/AmmunitionHUDSystem.h"
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#include "Game/Systems/CapturePointArrowHUDSystem.h"
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#include "Game/Systems/KillFeedSystem.h"
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#include "GUI/ButtonSystem.h"
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#include "GUI/MainMenuSystem.h"
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@@ -131,6 +132,7 @@ Game::Game(int argc, char* argv[])
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m_SystemPipeline->AddSystem<AmmoPickupSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<DamageIndicatorSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<AmmunitionHUDSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<CapturePointArrowHUDSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<KillFeedSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<ButtonSystem>(updateOrderLevel, m_Renderer);
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m_SystemPipeline->AddSystem<MainMenuSystem>(updateOrderLevel, m_Renderer);
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@@ -0,0 +1,13 @@
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#include "Systems/CapturePointArrowHUDSystem.h"
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CapturePointArrowHUDSystem::CapturePointArrowHUDSystem(SystemParams params)
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: System(params)
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, ImpureSystem()
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{
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}
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void CapturePointArrowHUDSystem::Update(double dt)
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{
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//Logic here
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}
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