3rd person animations synced with 1st person animations
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@@ -153,6 +153,31 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
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m_EventBroker->Publish(aeb);
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}
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}
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EntityWrapper firstPersonModel = m_PlayerEntity.FirstChildByName("Hands");
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if (firstPersonModel.Valid()) {
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if (val > 0) { // Walk/Run
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if (!m_Crouching) {
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Events::AutoAnimationBlend aeb;
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aeb.Duration = 0.1;
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aeb.NodeName = "Run";
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aeb.RootNode = firstPersonModel;
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aeb.Start = true;
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m_EventBroker->Publish(aeb);
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}
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} else if (val < 0) { // Walk/run Backwards
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if (!m_Crouching) {
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Events::AutoAnimationBlend aeb;
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aeb.Duration = 0.1;
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aeb.NodeName = "Run";
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aeb.RootNode = firstPersonModel;
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aeb.Start = true;
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aeb.Reverse = true;
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m_EventBroker->Publish(aeb);
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}
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}
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}
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}
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}
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if (e.Command == "Right") {
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@@ -187,27 +212,36 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
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}
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//Animation
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if (glm::length2(m_Movement) < 0.1f) {
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if (glm::length2(m_Movement) < 0.25f) {
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//Blend to Idle
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if (m_PlayerEntity.Valid()) {
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EntityWrapper playerModel = m_PlayerEntity.FirstChildByName("PlayerModel");
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if (playerModel.Valid()) {
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Events::AutoAnimationBlend aeb;
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aeb.Duration = 0.2;
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aeb.Duration = 0.1;
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aeb.NodeName = "Idle";
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aeb.RootNode = playerModel;
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aeb.Start = true;
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m_EventBroker->Publish(aeb);
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}
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EntityWrapper firstPersonModel = m_PlayerEntity.FirstChildByName("Hands");
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if (firstPersonModel.Valid()) {
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Events::AutoAnimationBlend aeb;
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aeb.Duration = 0.1;
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aeb.NodeName = "Idle";
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aeb.RootNode = firstPersonModel;
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aeb.Start = true;
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m_EventBroker->Publish(aeb);
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}
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}
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} else {
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//Blend to movement
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if (m_PlayerEntity.Valid()) {
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EntityWrapper playerModel = m_PlayerEntity.FirstChildByName("PlayerModel");
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if (playerModel.Valid()) {
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Events::AutoAnimationBlend aeb;
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aeb.Duration = 0.2;
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aeb.NodeName = "MovementBlend";
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aeb.Duration = 0.1;
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aeb.NodeName = "DirectionBlend";
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aeb.RootNode = playerModel;
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m_EventBroker->Publish(aeb);
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}
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@@ -226,7 +260,7 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
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glm::vec2 direction = glm::normalize(glm::vec2(m_Movement.x, m_Movement.z));
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double weight = glm::abs(glm::dot(glm::vec2(1, 0), direction));
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Events::SetBlendWeight sbw;
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sbw.NodeName = "MovementBlend";
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sbw.NodeName = "DirectionBlend";
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sbw.Weight = weight;
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sbw.RootNode = playerModel;
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m_EventBroker->Publish(sbw);
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