AmmunitionHUD now working
This commit is contained in:
+5
-2
@@ -17,12 +17,14 @@
|
||||
#include "Game/Systems/DamageIndicatorSystem.h"
|
||||
#include "Game/Systems/WeaponSystem.h"
|
||||
#include "Rendering/AnimationSystem.h"
|
||||
#include "Game/Systems/PlayerHUDSystem.h"
|
||||
#include "Game/Systems/HealthHUDSystem.h"
|
||||
#include "Rendering/BoneAttachmentSystem.h"
|
||||
#include "Game/Systems/LifetimeSystem.h"
|
||||
#include "../Engine/Core/UniformScaleSystem.h"
|
||||
#include "Rendering/AnimationSystem.h"
|
||||
#include "Network/MultiplayerSnapshotFilter.h"
|
||||
#include "Game/Systems/AmmunitionHUDSystem.h"
|
||||
|
||||
|
||||
Game::Game(int argc, char* argv[])
|
||||
{
|
||||
@@ -125,6 +127,7 @@ Game::Game(int argc, char* argv[])
|
||||
m_SystemPipeline->AddSystem<CapturePointHUDSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<PickupSpawnSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<DamageIndicatorSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<AmmunitionHUDSystem>(updateOrderLevel);
|
||||
// Populate Octree with collidables
|
||||
++updateOrderLevel;
|
||||
m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeCollision, "Collidable");
|
||||
@@ -132,7 +135,7 @@ Game::Game(int argc, char* argv[])
|
||||
m_SystemPipeline->AddSystem<FillFrustumOctreeSystem>(updateOrderLevel, m_OctreeFrustrumCulling);
|
||||
m_SystemPipeline->AddSystem<AnimationSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<UniformScaleSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<PlayerHUDSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<HealthHUDSystem>(updateOrderLevel);
|
||||
// Collision and TriggerSystem should update after player.
|
||||
++updateOrderLevel;
|
||||
m_SystemPipeline->AddSystem<BoneAttachmentSystem>(updateOrderLevel);
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
#include "Game/Systems/PlayerHUDSystem.h"
|
||||
#include "Game/Systems/HealthHUDSystem.h"
|
||||
|
||||
void PlayerHUDSystem::Update(double dt)
|
||||
void HealthHUDSystem::Update(double dt)
|
||||
{
|
||||
auto healthHUDs = m_World->GetComponents("HealthHUD");
|
||||
if (healthHUDs == nullptr) {
|
||||
@@ -27,13 +27,13 @@ void PlayerHUDSystem::Update(double dt)
|
||||
s = s + "/";
|
||||
s = s + std::to_string((int)(double)entityIDParent["Health"]["MaxHealth"]);
|
||||
float healthPercentage = (double)entityIDParent["Health"]["Health"]/(double)entityIDParent["Health"]["MaxHealth"];
|
||||
(glm::vec4&)entity["Text"]["Color"] = glm::vec4(1.0 - healthPercentage, 0.f, healthPercentage, 1.f);
|
||||
(glm::vec4&)entity["Text"]["Color"] = glm::vec4(1.0 - healthPercentage, 0.f, healthPercentage, glm::vec4(entity["Fill"]["Color"]).a);
|
||||
entity["Text"]["Content"] = s;
|
||||
}
|
||||
|
||||
if(entity.HasComponent("Fill")) {
|
||||
float healthPercentage = (double)entityIDParent["Health"]["Health"]/(double)entityIDParent["Health"]["MaxHealth"];
|
||||
(glm::vec4&)entity["Fill"]["Color"] = glm::vec4(1.0 - healthPercentage, 0.f, healthPercentage, 0.f);
|
||||
(glm::vec4&)entity["Fill"]["Color"] = glm::vec4(1.0 - healthPercentage, 0.f, healthPercentage, glm::vec4(entity["Fill"]["Color"]).a);
|
||||
(double&)entity["Fill"]["Percentage"] = healthPercentage;
|
||||
|
||||
}
|
||||
Reference in New Issue
Block a user