Merge remote-tracking branch 'origin/master' into WeaponSystem
This commit is contained in:
@@ -12,12 +12,14 @@
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#include "Systems/PlayerDeathSystem.h"
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#include "Core/EntityFileWriter.h"
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#include "Game/Systems/CapturePointSystem.h"
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#include "Game/Systems/CapturePointHUDSystem.h"
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#include "Game/Systems/PickupSpawnSystem.h"
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#include "Game/Systems/Weapon/WeaponSystem.h"
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#include "Rendering/AnimationSystem.h"
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#include "Game/Systems/PlayerHUDSystem.h"
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#include "Rendering/BoneAttachmentSystem.h"
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#include "Game/Systems/LifetimeSystem.h"
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#include "../Engine/Core/UniformScaleSystem.h"
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#include "Rendering/AnimationSystem.h"
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#include "Network/MultiplayerSnapshotFilter.h"
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@@ -30,6 +32,7 @@ Game::Game(int argc, char* argv[])
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ResourceManager::RegisterType<Model>("Model");
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ResourceManager::RegisterType<RawModel>("RawModel");
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ResourceManager::RegisterType<Texture>("Texture");
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ResourceManager::RegisterType<PNG>("Png");
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ResourceManager::RegisterType<ShaderProgram>("ShaderProgram");
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ResourceManager::RegisterType<EntityFile>("EntityFile");
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ResourceManager::RegisterType<Font>("FontFile");
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@@ -118,6 +121,7 @@ Game::Game(int argc, char* argv[])
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m_SystemPipeline->AddSystem<WeaponSystem>(updateOrderLevel, m_Renderer, m_OctreeCollision);
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m_SystemPipeline->AddSystem<LifetimeSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<CapturePointSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<CapturePointHUDSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<PickupSpawnSystem>(updateOrderLevel);
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// Populate Octree with collidables
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++updateOrderLevel;
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@@ -125,6 +129,7 @@ Game::Game(int argc, char* argv[])
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m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeTrigger, "Player");
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m_SystemPipeline->AddSystem<FillFrustumOctreeSystem>(updateOrderLevel, m_OctreeFrustrumCulling);
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m_SystemPipeline->AddSystem<AnimationSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<UniformScaleSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<PlayerHUDSystem>(updateOrderLevel);
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// Collision and TriggerSystem should update after player.
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++updateOrderLevel;
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@@ -0,0 +1,52 @@
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#include "Systems/CapturePointHUDSystem.h"
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CapturePointHUDSystem::CapturePointHUDSystem(SystemParams params)
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: System(params)
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, ImpureSystem()
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{
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}
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void CapturePointHUDSystem::Update(double dt)
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{
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bool LoadCheck = true;
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int redTeam;
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int blueTeam;
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int spectatorTeam;
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auto CapturePointHUDElements = m_World->GetComponents("CapturePointHUD");
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auto CapturePoints = m_World->GetComponents("CapturePoint");
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for (auto& cCapturePointHUD : *CapturePointHUDElements) {
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int HUD_ID = cCapturePointHUD["CapturePointNumber"];
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EntityWrapper entityHUD = EntityWrapper(m_World, cCapturePointHUD.EntityID);
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EntityWrapper entityHUDparent = entityHUD.Parent();
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for (auto& cCapturePoint : *CapturePoints) {
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EntityWrapper entityCP = EntityWrapper(m_World, cCapturePoint.EntityID);
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//Check if the HUD corresponds to the Capture Point Number
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if (HUD_ID == (int)entityCP["CapturePoint"]["CapturePointNumber"]) {
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ComponentWrapper& teamComponent = entityCP["Team"];
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if (LoadCheck) {
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redTeam = (int)teamComponent["Team"].Enum("Red");
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blueTeam = (int)teamComponent["Team"].Enum("Blue");
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spectatorTeam = (int)teamComponent["Team"].Enum("Spectator");
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LoadCheck = false;
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}
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//Color hud with team color
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auto capturePointTeam = (int)teamComponent["Team"];
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entityHUDparent["Sprite"]["Color"] = capturePointTeam == blueTeam ? glm::vec4(0, 0.2f, 1, 0.7) : capturePointTeam == redTeam ? glm::vec4(1, 0.2f, 0, 0.7) : glm::vec4(1, 1, 1, 0.3);
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//Progress is scaled with time
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double currentCaptureTime = (double)entityCP["CapturePoint"]["CaptureTimer"];
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double progress = glm::abs(currentCaptureTime)/15.0;
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int currentCapturingTeam = currentCaptureTime > 0 ? redTeam : currentCaptureTime < 0 ? blueTeam : spectatorTeam;
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((glm::vec3&)entityHUD["Transform"]["Orientation"]).z = currentCapturingTeam == redTeam ? glm::half_pi<float>()+glm::pi<float>() : glm::half_pi<float>();
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glm::vec4 fillColor = currentCapturingTeam == redTeam ? glm::vec4(1, 0.2f, 0, 0.7) : glm::vec4(0, 0.2f, 1, 0.7);
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entityHUD["Fill"]["Color"] = fillColor;
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entityHUD["Fill"]["Percentage"] = progress;
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}
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}
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}
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}
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@@ -110,9 +110,15 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
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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() && (isOnGround || !controller->DoubleJumping())) {
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(bool)cPhysics["IsOnGround"] = false;
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if (velocity.y == 0.f) {
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if (isOnGround) {
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controller->SetDoubleJumping(false);
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} else {
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//put a hexagon at the players 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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hexagonEW["Transform"]["Position"] = (glm::vec3)player["Transform"]["Position"];
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controller->SetDoubleJumping(true);
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Events::DoubleJump e;
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m_EventBroker->Publish(e);
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