Removed ShootEvent from CapturePoint

This commit is contained in:
verysecrethero
2016-01-15 11:17:22 +01:00
parent 76a8b43ca3
commit c8fe6853c0
13 changed files with 0 additions and 439 deletions
-43
View File
@@ -21,38 +21,6 @@ void PlayerSystem::UpdateComponent(World * world, ComponentWrapper & player, dou
ComponentWrapper& transform = world->GetComponent(player.EntityID, "Transform");
(glm::vec3&)transform["Position"] += (glm::vec3)player["Velocity"];
}
//do shootEvent: if left mouse was released, and ammo/weaponcooldown/playeralive/shootingcooldown are ok
if (leftMouseWasReleased) {
leftMouseWasReleased = false;
//get the health component linked to the playerId
double currentHealth = (double)world->GetComponent(player.EntityID, "Health")["Health"];
int currentAmmo = 0;
double currentCoolDownTimer = 0.0;
std::string HeldItemString = "";
if ((int)player["EquippedItem"] == (int)HeldItem::PrimaryItem)
HeldItemString = "PrimaryItem";
if ((int)player["EquippedItem"] == (int)HeldItem::SecondaryItem)
HeldItemString = "SecondaryItem";
if (HeldItemString != "") {
ComponentWrapper& currentItem = world->GetComponent(player.EntityID, HeldItemString);
currentAmmo = (int)currentItem["Ammo"];
currentCoolDownTimer = (double)currentItem["CoolDownTimer"];
if (currentHealth > 0.0 && currentAmmo > 0 && currentCoolDownTimer < 0.001) {
//decrease ammo count
//TODO: temp, set the cooldowntimer - probably done in some other system (itemSystem?) later
currentItem["Ammo"] = (int)currentItem["Ammo"] - 1;
currentItem["CoolDownTimer"] = 2.0;//change later!
//create and publish the shoot event
Events::Shoot eShoot;
eShoot.currentAimingPoint = aimingCoordinates;
eShoot.currentlyEquippedItem = (int)(player["EquippedItem"]);
m_EventBroker->Publish(eShoot);
}
}
}
}
bool PlayerSystem::OnTouch(const Events::TriggerTouch &event)
@@ -72,14 +40,3 @@ bool PlayerSystem::OnLeave(const Events::TriggerLeave &event)
LOG_INFO("Player entity %i left widget (entity %i).", event.Entity, event.Trigger);
return false;
}
bool PlayerSystem::OnMouseRelease(const Events::MouseRelease& e)
{
//kolla ammoleft, cooldowntimer shooting
//kolla om left mouse varit nere
if (e.Button != GLFW_MOUSE_BUTTON_LEFT)
return false;
aimingCoordinates = glm::vec2(e.X, e.Y);
leftMouseWasReleased = true;
return true;
}