Merge remote-tracking branch 'origin/Importer' into Animations
# Conflicts: # resources/Schema/Components.xsd # resources/Schema/Entities/RenderingWorld.xml # src/Engine/Rendering/DrawFinalPass.cpp # src/Engine/Rendering/PickingPass.cpp # src/Engine/Rendering/Skeleton.cpp
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@@ -64,9 +64,9 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
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std::map<std::string, int> nextPossibleCapturePoint;
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nextPossibleCapturePoint["Red"] = -1;
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nextPossibleCapturePoint["Blue"] = -1;
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for (size_t i = 0; i < m_NumberOfCapturePoints; i++)
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for (int i = 0; i < m_NumberOfCapturePoints; i++)
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{
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if (m_CapturePointNumberToEntityMap[i].HasComponent("Team")) {
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if (!m_CapturePointNumberToEntityMap[i].HasComponent("Team")) {
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continue;
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}
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ComponentWrapper& capturePointOwnedBy = m_CapturePointNumberToEntityMap[i]["Team"];
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@@ -93,7 +93,7 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
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//reset timers and reset the bool that triggers this
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if (m_ResetTimers) {
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for (size_t i = 0; i < m_NumberOfCapturePoints; i++)
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for (int i = 0; i < m_NumberOfCapturePoints; i++)
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{
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ComponentWrapper& capturePoint = m_CapturePointNumberToEntityMap[i]["CapturePoint"];
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if ((int)capturePoint["CapturePointNumber"] != nextPossibleCapturePoint["Red"] &&
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@@ -119,6 +119,7 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
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if (std::get<1>(triggerTouched) == capturePointEntity) {
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//some player has touched this - lets figure out: what team, health
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EntityWrapper player = std::get<0>(triggerTouched);
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//check if its really a player that has triggered the touch
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if (!player.HasComponent("Player")) {
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//if a non-player has entered the capturePoint, just erase that event and continue
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m_ETriggerTouchVector.erase(m_ETriggerTouchVector.begin() + i - 1);
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@@ -5,7 +5,7 @@ InterpolationSystem::InterpolationSystem(World* world, EventBroker* eventBroker)
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, PureSystem("Transform")
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{
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ConfigFile* config = ResourceManager::Load<ConfigFile>("Config.ini");
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m_SnapshotInterval = config->Get<float>("Networking.SnapshotInterval", 0.05);
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m_SnapshotInterval = config->Get<float>("Networking.SnapshotInterval", 0.05f);
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EVENT_SUBSCRIBE_MEMBER(m_EInterpolate, &InterpolationSystem::OnInterpolate);
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EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &InterpolationSystem::OnPlayerSpawned);
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}
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@@ -18,9 +18,9 @@ void InterpolationSystem::UpdateComponent(EntityWrapper& entity, ComponentWrappe
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}
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if (m_NextTransform.find(transform.EntityID) != m_NextTransform.end()) { // Exists in map
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m_NextTransform[transform.EntityID].interpolationTime += dt;
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m_NextTransform[transform.EntityID].interpolationTime += static_cast<float>(dt);
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Transform sTransform = m_NextTransform[transform.EntityID];
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double time = sTransform.interpolationTime;
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float time = sTransform.interpolationTime;
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if (time > m_SnapshotInterval) {
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if (m_LastReceivedTransform.find(transform.EntityID) != m_LastReceivedTransform.end()) {
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m_NextTransform[transform.EntityID] = m_LastReceivedTransform[transform.EntityID];
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@@ -1,6 +1,6 @@
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#include "Systems/PlayerMovementSystem.h"
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PlayerMovementSystem::PlayerMovementSystem(World* world, EventBroker* eventBroker)
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PlayerMovementSystem::PlayerMovementSystem(World* world, EventBroker* eventBroker)
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: System(world, eventBroker)
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, PureSystem("Player")
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{
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@@ -41,8 +41,15 @@ void PlayerMovementSystem::Update(double dt)
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if (player.HasComponent("Physics")) {
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ComponentWrapper cPhysics = player["Physics"];
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//Assault Dash Check
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if (player.HasComponent("DashAbility")) {
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controller->AssaultDashCheck(dt, ((glm::vec3)cPhysics["Velocity"]).y != 0.0f, player["DashAbility"]["CoolDownMaxTimer"]);
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}
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glm::vec3 wishDirection = controller->Movement() * glm::inverse(glm::quat(ori));
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//this makes sure you can only dash in the 4 directions: forw,backw,left,right
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if (controller->AssaultDashDoubleTapped() && controller->Movement().z != 0 && controller->Movement().x != 0) {
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wishDirection = glm::vec3(controller->Movement().x, 0, 0)* glm::inverse(glm::quat(ori));
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}
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float wishSpeed;
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if (controller->Crouching()) {
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wishSpeed = playerCrouchSpeed;
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@@ -71,12 +78,20 @@ void PlayerMovementSystem::Update(double dt)
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static float surfaceFriction = 5.f;
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ImGui::InputFloat("surfaceFriction", &surfaceFriction);
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float accelerationSpeed = actualAccel * (float)dt * wishSpeed * surfaceFriction;
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accelerationSpeed = glm::min(accelerationSpeed, addSpeed);
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//if doubleTapped do Assault Dash - but only boost maximum 50.0f
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float doubleTapDashBoost = controller->AssaultDashDoubleTapped() ? 40.0f : 1.0f;
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accelerationSpeed = glm::min(doubleTapDashBoost*glm::min(accelerationSpeed, addSpeed), 50.0f);
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velocity += accelerationSpeed * wishDirection;
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ImGui::Text("velocity: (%f, %f, %f) |%f|", velocity.x, velocity.y, velocity.z, glm::length(velocity));
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}
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if (controller->Jumping() && !controller->Crouching() && velocity.y == 0.f) {
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//you cant jump and dash at the same time - since there is no friction in the air and we would thus dash much further in the air
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if (!controller->PlayerIsDashing() && controller->Jumping() && !controller->Crouching() && (velocity.y == 0.f || !controller->DoubleJumping())) {
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if (velocity.y == 0.f) {
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controller->SetDoubleJumping(false);
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} else {
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controller->SetDoubleJumping(true);
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}
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velocity.y += 4.f;
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}
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@@ -95,6 +110,7 @@ void PlayerMovementSystem::Update(double dt)
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ComponentWrapper cAnimation = playerModel["Animation"];
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float movementLength = glm::length(groundVelocity);
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//TODO: add assault dash animation here
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if (glm::length(controller->Movement()) > 0.f) {
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if (controller->Crouching()) {
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cAnimation["AnimationName1"] = "Crouch Walk";
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@@ -30,7 +30,7 @@ EntityWrapper SpawnerSystem::Spawn(EntityWrapper spawner, EntityWrapper parent /
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if (spawnPoints.size() > 1) {
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static std::random_device randomDevice;
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static std::mt19937 randomGenerator(randomDevice());
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std::uniform_int_distribution<> distribution(0, std::distance(spawnPoints.begin(), spawnPoints.end()) - 1);
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std::uniform_int_distribution<> distribution(0, static_cast<int>(std::distance(spawnPoints.begin(), spawnPoints.end())) - 1);
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auto randomSpawnPointIt = spawnPoints.begin();
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std::advance(randomSpawnPointIt, distribution(randomGenerator));
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spawnPoint = *randomSpawnPointIt;
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@@ -104,7 +104,7 @@ bool WeaponSystem::OnShoot(Events::Shoot& eShoot)
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// Screen center, based on current resolution!
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// TODO: check if player has enough ammo and if weapon has a cooldown or not
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Rectangle screenResolution = m_Renderer->GetViewPortSize();
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Rectangle screenResolution = m_Renderer->GetViewportSize();
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glm::vec2 centerScreen = glm::vec2(screenResolution.Width / 2, screenResolution.Height / 2);
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// TODO: check if player has enough ammo and if weapon has a cooldown or not
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