Fade in/out should now work with models and sprites
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+2
-1
@@ -41,7 +41,7 @@
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#include "Game/Systems/ServerListSystem.h"
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#include "Game/Systems/StartSystem.h"
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#include "Game/Systems/EndScreenSystem.h"
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#include "Game/Systems/FadeOutSystem.h"
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#include "Game/Systems/FadeSystem.h"
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#include "Rendering/TextureSprite.h"
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@@ -160,6 +160,7 @@ Game::Game(int argc, char* argv[])
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m_SystemPipeline->AddSystem<ServerListSystem>(updateOrderLevel, m_Renderer);
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m_SystemPipeline->AddSystem<StartSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<EndScreenSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<FadeSystem>(updateOrderLevel);
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// Populate Octree with collidables
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeCollision, "Collidable");
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@@ -1,19 +0,0 @@
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#include "Systems/FadeOutSystem.h"
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void FadeOutSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cFadeOut, double dt)
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{
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//if (dt == 0.0) {
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// return;
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//}
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//if (!entity.Valid()) {
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// return;
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//}
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//double& lifetime = cLifetime["Lifetime"];
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//lifetime -= dt;
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//if (lifetime <= 0.0) {
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// m_Deletions.push_back(entity);
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//}
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}
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@@ -0,0 +1,37 @@
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#include "Systems/FadeSystem.h"
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void FadeSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cFade, double dt)
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{
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double dTime = dt;
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if (dTime == 0.0) {
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return;
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}
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if (!entity.Valid()) {
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return;
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}
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if (!(bool)cFade["Out"]) {
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dTime *= -1;
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}
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double fadeTime = cFade["FadeTime"];
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double& currentTime = cFade["Time"];
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currentTime += dTime;
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if(currentTime > fadeTime) {
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currentTime = 0.0;
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}
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if(currentTime < 0.0) {
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currentTime = fadeTime;
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}
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double ratio = currentTime/fadeTime;
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if(entity.HasComponent("Model")){
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((glm::vec4&)entity["Model"]["Color"]).a = ratio;
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}
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if (entity.HasComponent("Sprite")) {
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((glm::vec4&)entity["Sprite"]["Color"]).a = ratio;
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}
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}
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