Merge remote-tracking branch 'origin/master' into SniperSprintBranch
# Conflicts: # include/Engine/Input/FirstPersonInputController.h
This commit is contained in:
@@ -0,0 +1,30 @@
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#include "Game/Systems/AbilityCooldownHUDSystem.h"
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void AbilityCooldownHUDSystem::Update(double dt)
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{
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//HUD element for tracking cooldown on the parent entity with Dashability TODO: Make sure it support other abilities when they are made.
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auto abilityHUDs = m_World->GetComponents("AbilityCooldownHUD");
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if (abilityHUDs == nullptr)
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return;
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for (auto& abilityHUDC : *abilityHUDs) {
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EntityWrapper entity = EntityWrapper(m_World, abilityHUDC.EntityID);
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EntityWrapper abilityEntity = entity.FirstParentWithComponent("DashAbility");
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if (!abilityEntity.Valid())
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return;
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EntityWrapper cooldownTextEntity = entity.FirstChildByName("Cooldown");
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if(cooldownTextEntity.Valid()) {
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if(cooldownTextEntity.HasComponent("Text"))
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{
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double maxAbilityCD = (double)abilityEntity["DashAbility"]["CoolDownMaxTimer"];
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double currentAbilityCD = (double)abilityEntity["DashAbility"]["CoolDownTimer"];
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currentAbilityCD = currentAbilityCD >= 0.0 ? currentAbilityCD : 0.0;
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std::string t = (std::string&)cooldownTextEntity["Text"]["Content"] = std::to_string(currentAbilityCD).substr(0, 3);
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if(entity.HasComponent("Fill")) {
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entity["Fill"]["Percentage"] = currentAbilityCD/maxAbilityCD; //TODO: current time needs to be in the component.
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}
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}
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}
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}
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}
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@@ -21,16 +21,15 @@ void AmmoPickupSystem::Update(double dt)
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somePickup.DecreaseThisRespawnTimer -= dt;
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if (somePickup.DecreaseThisRespawnTimer < 0.0) {
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auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/AmmoPickup.xml");
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EntityFileParser parser(entityFile);
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EntityID ammoPickupID = parser.MergeEntities(m_World);
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EntityWrapper ammoPickup = entityFile->MergeInto(m_World);
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//let the world know a pickup has spawned
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Events::PickupSpawned ePickupSpawned;
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ePickupSpawned.Pickup = EntityWrapper(m_World, ammoPickupID);
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ePickupSpawned.Pickup = ammoPickup;
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m_EventBroker->Publish(ePickupSpawned);
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//copy values from the old entity to the new entity
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auto& newAmmoPickupEntity = EntityWrapper(m_World, ammoPickupID);
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auto& newAmmoPickupEntity = ammoPickup;
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newAmmoPickupEntity["Transform"]["Position"] = somePickup.Pos;
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newAmmoPickupEntity["AmmoPickup"]["AmmoGain"] = somePickup.AmmoGain;
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newAmmoPickupEntity["AmmoPickup"]["RespawnTimer"] = somePickup.RespawnTimer;
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@@ -0,0 +1,42 @@
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#include "Game/Systems/BoostIconsHUDSystem.h"
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void BoostIconsHUDSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& capturePoint, double dt)
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{
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EntityWrapper assaultEntity = entity.FirstChildByName("Assault");
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EntityWrapper defenderEntity = entity.FirstChildByName("Defender");
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EntityWrapper sniperEntity = entity.FirstChildByName("Sniper");
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if(assaultEntity.Valid()) {
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if (assaultEntity.HasComponent("Fill")) {
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EntityWrapper parentWithAssaultBoost = assaultEntity.FirstParentWithComponent("BoostAssault");
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if (parentWithAssaultBoost.Valid()) {
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(double&)assaultEntity["Fill"]["Percentage"] = 1.0;
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} else {
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(double&)assaultEntity["Fill"]["Percentage"] = 0.0;
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}
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}
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}
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if (defenderEntity.Valid()) {
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if (defenderEntity.HasComponent("Fill")) {
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EntityWrapper parentWithAssaultBoost = defenderEntity.FirstParentWithComponent("BoostDefender");
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if (parentWithAssaultBoost.Valid()) {
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(double&)defenderEntity["Fill"]["Percentage"] = 1.0;
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} else {
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(double&)defenderEntity["Fill"]["Percentage"] = 0.0;
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}
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}
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}
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if (sniperEntity.Valid()) {
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if (sniperEntity.HasComponent("Fill")) {
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EntityWrapper parentWithAssaultBoost = sniperEntity.FirstParentWithComponent("BoostSniper");
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if (parentWithAssaultBoost.Valid()) {
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(double&)sniperEntity["Fill"]["Percentage"] = 1.0;
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} else {
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(double&)sniperEntity["Fill"]["Percentage"] = 0.0;
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}
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}
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}
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}
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@@ -39,10 +39,9 @@ bool BoostSystem::OnPlayerDamage(Events::PlayerDamage& e)
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}
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//load boost XML file, set it entity parented with the victim player
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auto entityFile = ResourceManager::Load<EntityFile>(classXML);
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EntityFileParser parser(entityFile);
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EntityID boostAssaultEntity = parser.MergeEntities(m_World);
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m_World->SetName(boostAssaultEntity, className);
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m_World->SetParent(boostAssaultEntity, e.Victim.ID);
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EntityWrapper boostAssaultEntity = entityFile->MergeInto(m_World);
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m_World->SetName(boostAssaultEntity.ID, className);
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m_World->SetParent(boostAssaultEntity.ID, e.Victim.ID);
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return true;
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}
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@@ -9,7 +9,7 @@ DamageIndicatorSystem::DamageIndicatorSystem(SystemParams params)
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//load texture to cache
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auto texture = CommonFunctions::LoadTexture("Textures/DamageIndicator.png", false);
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auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/DamageIndicator.xml");
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auto entityFile = ResourceManager::Load<EntityXMLFile>("Schema/Entities/DamageIndicator.xml");
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}
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void DamageIndicatorSystem::Update(double dt) {
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@@ -50,15 +50,13 @@ bool DamageIndicatorSystem::OnPlayerDamage(Events::PlayerDamage& e)
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//load & set the "2d" sprite
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auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/DamageIndicator.xml");
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EntityFileParser parser(entityFile);
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EntityID spriteID = parser.MergeEntities(m_World);
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m_World->SetParent(spriteID, m_CurrentCamera);
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auto spriteWrapper = EntityWrapper(m_World, spriteID);
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EntityWrapper sprite = entityFile->MergeInto(m_World);
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m_World->SetParent(sprite.ID, m_CurrentCamera);
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//simply set the rotation z-wise to the angleBetweenVectors
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spriteWrapper["Transform"]["Orientation"] = glm::vec3(0, 0, angleBetweenVectors);
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sprite["Transform"]["Orientation"] = glm::vec3(0, 0, angleBetweenVectors);
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if (!IsServer) {
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updateDamageIndicatorVector.emplace_back(spriteWrapper, inflictorPos);
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updateDamageIndicatorVector.emplace_back(sprite, inflictorPos);
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}
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return true;
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@@ -127,8 +125,8 @@ glm::vec3 DamageIndicatorSystem::DamageIndicatorTest(EntityWrapper player) {
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auto inflictorPos = glm::vec3(currentPos.x + testVar*6.0f, currentPos.y, currentPos.z + testVar2*6.0f);
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//load the explosioneffect XML
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auto deathEffect = ResourceManager::Load<EntityFile>("Schema/Entities/PlayerDeathExplosionWithCamera.xml");
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EntityFileParser parser(deathEffect);
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auto deathEffect = ResourceManager::Load<EntityXMLFile>("Schema/Entities/PlayerDeathExplosionWithCamera.xml");
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EntityXMLFileParser parser(deathEffect);
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EntityID deathEffectID = parser.MergeEntities(m_World);
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EntityWrapper deathEffectEW = EntityWrapper(m_World, deathEffectID);
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@@ -19,16 +19,15 @@ void PickupSpawnSystem::Update(double dt)
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if (somePickup.DecreaseThisRespawnTimer < 0.0) {
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//spawn the new healthPickup
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auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/HealthPickup.xml");
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EntityFileParser parser(entityFile);
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EntityID healthPickupID = parser.MergeEntities(m_World);
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EntityWrapper healthPickup = entityFile->MergeInto(m_World);
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//let the world know a pickup has spawned (graphics effects, etc)
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Events::PickupSpawned ePickupSpawned;
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ePickupSpawned.Pickup = EntityWrapper(m_World, healthPickupID);
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ePickupSpawned.Pickup = healthPickup;
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m_EventBroker->Publish(ePickupSpawned);
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//copy values from the old entity to the new entity
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auto& newHealthPickupEntity = EntityWrapper(m_World, healthPickupID);
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auto& newHealthPickupEntity = healthPickup;
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newHealthPickupEntity["Transform"]["Position"] = somePickup.Pos;
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newHealthPickupEntity["HealthPickup"]["HealthGain"] = somePickup.HealthGain;
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newHealthPickupEntity["HealthPickup"]["RespawnTimer"] = somePickup.RespawnTimer;
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@@ -4,6 +4,7 @@ PlayerDeathSystem::PlayerDeathSystem(SystemParams params)
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: System(params)
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{
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EVENT_SUBSCRIBE_MEMBER(m_OnPlayerDeath, &PlayerDeathSystem::OnPlayerDeath);
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EVENT_SUBSCRIBE_MEMBER(m_EEntityDeleted, &PlayerDeathSystem::OnEntityDeleted);
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}
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void PlayerDeathSystem::Update(double dt)
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@@ -27,10 +28,8 @@ bool PlayerDeathSystem::OnPlayerDeath(Events::PlayerDeath& e)
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void PlayerDeathSystem::createDeathEffect(EntityWrapper player)
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{
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//load the explosioneffect XML
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auto deathEffect = ResourceManager::Load<EntityFile>("Schema/Entities/PlayerDeathExplosionWithCamera.xml");
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EntityFileParser parser(deathEffect);
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EntityID deathEffectID = parser.MergeEntities(m_World);
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EntityWrapper deathEffectEW = EntityWrapper(m_World, deathEffectID);
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auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/PlayerDeathExplosionWithCamera.xml");
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EntityWrapper deathEffectEW = entityFile->MergeInto(m_World);
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//components that we need from player
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auto playerModel = player.FirstChildByName("PlayerModel");
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@@ -59,9 +58,28 @@ void PlayerDeathSystem::createDeathEffect(EntityWrapper player)
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//camera (with lifetime) behind the player
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if (player == LocalPlayer) {
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m_LocalPlayerDeathEffect = deathEffectEW;
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auto cam = deathEffectEW.FirstChildByName("Camera");
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Events::SetCamera eSetCamera;
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eSetCamera.CameraEntity = cam;
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m_EventBroker->Publish(eSetCamera);
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}
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}
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bool PlayerDeathSystem::OnEntityDeleted(Events::EntityDeleted& e)
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{
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// We only care about when the local players death effect is removed.
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if (m_LocalPlayerDeathEffect.ID != e.DeletedEntity) {
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return false;
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}
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// Look for the spectator camera entity in the level.
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EntityWrapper spectatorCam = m_World->GetFirstEntityByName("SpectatorCamera");
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if (!spectatorCam.Valid() || !spectatorCam.HasComponent("Camera") || LocalPlayer.Valid()) {
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return false;
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}
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Events::SetCamera eSetCamera;
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eSetCamera.CameraEntity = spectatorCam;
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m_EventBroker->Publish(eSetCamera);
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return true;
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}
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@@ -5,6 +5,7 @@ PlayerMovementSystem::PlayerMovementSystem(SystemParams params)
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{
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EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &PlayerMovementSystem::OnPlayerSpawned);
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EVENT_SUBSCRIBE_MEMBER(m_EDoubleJump, &PlayerMovementSystem::OnDoubleJump);
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EVENT_SUBSCRIBE_MEMBER(m_EDashAbility, &PlayerMovementSystem::OnDashAbility);
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}
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PlayerMovementSystem::~PlayerMovementSystem()
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@@ -79,7 +80,7 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
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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"], player["DashAbility"]["CoolDownTimer"]);
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controller->AssaultDashCheck(dt, ((glm::vec3)cPhysics["Velocity"]).y != 0.0f, player["DashAbility"]["CoolDownMaxTimer"], player["DashAbility"]["CoolDownTimer"], player.ID);
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}
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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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@@ -323,11 +324,11 @@ bool PlayerMovementSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
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bool PlayerMovementSystem::OnDoubleJump(Events::DoubleJump & e)
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{
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// If entity does not exist, exit
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if (!EntityWrapper(m_World, e.entityID).Valid()) {
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if (!EntityWrapper(m_World, e.entityID).Valid()) {
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return false;
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}
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// If entity IsLocalPlayer, exit
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if (e.entityID == m_LocalPlayer.ID) {
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if (e.entityID == m_LocalPlayer.ID) {
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return false;
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}
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spawnHexagon(EntityWrapper(m_World, e.entityID));
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@@ -335,11 +336,33 @@ bool PlayerMovementSystem::OnDoubleJump(Events::DoubleJump & e)
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}
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void PlayerMovementSystem::spawnHexagon(EntityWrapper target)
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{
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{
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//put a hexagon at the entitys... feet?
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auto hexagonEffect = ResourceManager::Load<EntityFile>("Schema/Entities/DoubleJumpHexagon.xml");
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EntityFileParser parser(hexagonEffect);
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EntityID hexagonEffectID = parser.MergeEntities(m_World);
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EntityWrapper hexagonEW = EntityWrapper(m_World, hexagonEffectID);
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auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/DoubleJumpHexagon.xml");
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EntityWrapper hexagonEW = entityFile->MergeInto(m_World);
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hexagonEW["Transform"]["Position"] = (glm::vec3)target["Transform"]["Position"];
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}
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}
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bool PlayerMovementSystem::OnDashAbility(Events::DashAbility & e)
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{
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EntityWrapper player(m_World, e.Player);
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if (!player.Valid() || !IsClient || player.ID == LocalPlayer.ID) {
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return false;
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}
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auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/DashEffect.xml");
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EntityWrapper dashEffect = entityFile->MergeInto(m_World);
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auto playerModel = player.FirstChildByName("PlayerModel");
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auto playerEntityModel = playerModel["Model"];
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auto playerEntityAnimation = playerModel["Animation"];
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playerEntityModel.Copy(dashEffect["Model"]);
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playerEntityAnimation.Copy(dashEffect["Animation"]);
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dashEffect["ExplosionEffect"]["EndColor"] = (glm::vec4)playerEntityModel["Color"];
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((glm::vec4&)dashEffect["ExplosionEffect"]["EndColor"]).w = 0.f;
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dashEffect["Animation"]["Speed1"] = 0.0;
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dashEffect["Animation"]["Speed2"] = 0.0;
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dashEffect["Animation"]["Speed3"] = 0.0;
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dashEffect["Transform"]["Position"] = (glm::vec3)player["Transform"]["Position"];
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dashEffect["Transform"]["Orientation"] = (glm::vec3)player["Transform"]["Orientation"];
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return true;
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}
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@@ -10,7 +10,7 @@ PlayerSpawnSystem::PlayerSpawnSystem(SystemParams params)
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ConfigFile* config = ResourceManager::Load<ConfigFile>("Config.ini");
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m_NetworkEnabled = config->Get("Networking.StartNetwork", false);
|
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m_ForcedRespawnTime = config->Get("Debug.RespawnTime", -1.0f);
|
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m_DbgConfigForceRespawn = m_ForcedRespawnTime > 0;
|
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m_DbgConfigForceRespawn = m_ForcedRespawnTime > 0 && IsServer;
|
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}
|
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void PlayerSpawnSystem::Update(double dt)
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@@ -26,7 +26,21 @@ void PlayerSpawnSystem::Update(double dt)
|
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// Increase timer.
|
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double& timer = (double&)modeComponent["RespawnTime"];
|
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timer += dt;
|
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double maxRespawnTime = m_DbgConfigForceRespawn ? m_ForcedRespawnTime : (double)modeComponent["MaxRespawnTime"];
|
||||
if (m_DbgConfigForceRespawn) {
|
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(double&)modeComponent["MaxRespawnTime"] = m_ForcedRespawnTime;
|
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}
|
||||
double maxRespawnTime = (double)modeComponent["MaxRespawnTime"];
|
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EntityWrapper spectatorCam = m_World->GetFirstEntityByName("SpectatorCamera");
|
||||
if (spectatorCam.Valid()) {
|
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EntityWrapper HUD = spectatorCam.FirstChildByName("SpectatorHUD");
|
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if (HUD.Valid()) {
|
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EntityWrapper respawnTimer = spectatorCam.FirstChildByName("RespawnTimer");
|
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if (respawnTimer.Valid()) {
|
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//Update respawn time in the HUD element.
|
||||
respawnTimer["Text"]["Content"] = std::to_string(1 + (int)(maxRespawnTime - timer));
|
||||
}
|
||||
}
|
||||
}
|
||||
if (timer < maxRespawnTime) {
|
||||
return;
|
||||
}
|
||||
@@ -54,7 +68,14 @@ void PlayerSpawnSystem::Update(double dt)
|
||||
|
||||
// If the spawner has a team affiliation, check it
|
||||
if (spawner.HasComponent("Team")) {
|
||||
if ((int)spawner["Team"]["Team"] != req.Team) {
|
||||
auto cSpawnerTeam = spawner["Team"];
|
||||
if ((int)cSpawnerTeam["Team"] != req.Team) {
|
||||
// Increase num spawned players if someone picks spectator, since it is valid to pick spectator
|
||||
// but don't spawn anything, goto next spawnrequest.
|
||||
if (req.Team == (int)cSpawnerTeam["Team"].Enum("Spectator")) {
|
||||
++numSpawnedPlayers;
|
||||
break;
|
||||
}
|
||||
continue;
|
||||
}
|
||||
}
|
||||
@@ -75,9 +96,9 @@ void PlayerSpawnSystem::Update(double dt)
|
||||
}
|
||||
}
|
||||
if (numSpawnedPlayers != (int)m_SpawnRequests.size()) {
|
||||
LOG_DEBUG("%i players were supposed to be spawned, but %i was spawned.", (int)m_SpawnRequests.size(), numSpawnedPlayers);
|
||||
LOG_DEBUG("%i players were supposed to be spawned or set as spectator, but only %i was handled.", (int)m_SpawnRequests.size(), numSpawnedPlayers);
|
||||
} else {
|
||||
LOG_DEBUG("%i players were spawned.", numSpawnedPlayers);
|
||||
LOG_DEBUG("%i players were spawned or set as spectator.", numSpawnedPlayers);
|
||||
}
|
||||
m_SpawnRequests.clear();
|
||||
}
|
||||
@@ -88,24 +109,29 @@ bool PlayerSpawnSystem::OnInputCommand(Events::InputCommand& e)
|
||||
return false;
|
||||
}
|
||||
|
||||
if (e.Value == 0) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// A dead client should be able to swap to the spectator camera.
|
||||
if (IsClient && !LocalPlayer.Valid()) {
|
||||
// Set the spectator camera as active, if it exists.
|
||||
// Find the camera.
|
||||
EntityWrapper spectatorCam = m_World->GetFirstEntityByName("SpectatorCamera");
|
||||
if (spectatorCam.Valid() && spectatorCam.HasComponent("Camera")) {
|
||||
Events::SetCamera eSetCamera;
|
||||
eSetCamera.CameraEntity = spectatorCam;
|
||||
m_EventBroker->Publish(eSetCamera);
|
||||
}
|
||||
}
|
||||
|
||||
// Team picks should be processed ONLY server-side!
|
||||
// Don't make a spawn request if we're the client.
|
||||
if (!IsServer && m_NetworkEnabled) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (e.Value == 0) {
|
||||
return false;
|
||||
}
|
||||
|
||||
//TODO: Spectating?
|
||||
//Right now, return if someone picks spectator.
|
||||
//1 signifies spectator here, could not get Playerteam component since it may be invalid or without team comp.
|
||||
if ((ComponentInfo::EnumType)e.Value == 1) {
|
||||
return false;
|
||||
}
|
||||
|
||||
//Check if the player already requested spawn.
|
||||
// Check if the player already requested spawn.
|
||||
auto iter = m_SpawnRequests.begin();
|
||||
for (; iter != m_SpawnRequests.end(); ++iter) {
|
||||
if (iter->PlayerID == e.PlayerID) {
|
||||
@@ -114,11 +140,11 @@ bool PlayerSpawnSystem::OnInputCommand(Events::InputCommand& e)
|
||||
}
|
||||
|
||||
if (iter != m_SpawnRequests.end()) {
|
||||
//If player is in queue to spawn, then change their team affiliation in the request.
|
||||
// If player is in queue to spawn, then change their team affiliation in the request.
|
||||
iter->Team = (ComponentInfo::EnumType)e.Value;
|
||||
} else if (m_PlayerEntities.count(e.PlayerID) == 0 || !m_PlayerEntities[e.PlayerID].Valid()) {
|
||||
//If player is not in queue to spawn, then create a spawn request,
|
||||
//but only if they are spectating and/or just connected.
|
||||
// If player is not in queue to spawn, then create a spawn request,
|
||||
// but only if they are spectating and/or just connected.
|
||||
SpawnRequest req;
|
||||
req.PlayerID = e.PlayerID;
|
||||
req.Team = (ComponentInfo::EnumType)e.Value;
|
||||
|
||||
@@ -17,15 +17,17 @@ EntityWrapper SpawnerSystem::Spawn(EntityWrapper spawner, EntityWrapper parent /
|
||||
|
||||
// Load the entity file and parse it
|
||||
const std::string& entityFilePath = spawner["Spawner"]["EntityFile"];
|
||||
auto entityFile = ResourceManager::Load<EntityFile>(entityFilePath);
|
||||
if (entityFile == nullptr) {
|
||||
EntityWrapper spawnedEntity;
|
||||
try {
|
||||
auto entityFile = ResourceManager::Load<EntityFile>(entityFilePath);
|
||||
spawnedEntity = entityFile->MergeInto(world);
|
||||
world->SetParent(spawnedEntity.ID, parent.ID);
|
||||
} catch (const Resource::FailedLoadingException& e) {
|
||||
return EntityWrapper::Invalid;
|
||||
}
|
||||
EntityFileParser parser(entityFile);
|
||||
EntityWrapper spawnedEntity(world, parser.MergeEntities(world, parent.ID));
|
||||
|
||||
//If the spawned entity is collideable, then we must not spawn it where it collides with something that
|
||||
//has a dontCollideComponent attached.
|
||||
// If the spawned entity is collidable, then we must not spawn it where it collides with something that
|
||||
// has a dontCollideComponent attached.
|
||||
bool spawnOnCollidable = dontCollideComponent.empty() || !spawnedEntity.HasComponent("Collidable");
|
||||
if (!spawnOnCollidable) {
|
||||
boost::optional<EntityAABB> optBox = Collision::EntityAbsoluteAABB(spawnedEntity);
|
||||
|
||||
Reference in New Issue
Block a user