Fixed dash effect to be supported with the new animations using Fade components.
Added bool Loop field in Fade component.
This commit is contained in:
@@ -32,6 +32,8 @@ private:
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glm::vec3 m_LastPosition = glm::vec3();
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glm::vec3 m_LastPosition = glm::vec3();
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// Used to track afterimages for sprint effect.
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// Used to track afterimages for sprint effect.
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float m_SprintEffectTimer;
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float m_SprintEffectTimer;
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// Used to track afterimages for dash effect.
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float m_DashEffectTimer;
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// The logic for making the sound play when player is moving
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// The logic for making the sound play when player is moving
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void playerStep(double dt, EntityWrapper player);
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void playerStep(double dt, EntityWrapper player);
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// Spawn a hexagon at origin of an Entity
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// Spawn a hexagon at origin of an Entity
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@@ -1,4 +1,4 @@
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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
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<BoostAssault xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="BoostAssault.xsd">
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<BoostAssault xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="BoostAssault.xsd">
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<StrengthOfEffect>2</StrengthOfEffect>
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<StrengthOfEffect>1.35</StrengthOfEffect>
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</BoostAssault>
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</BoostAssault>
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@@ -3,5 +3,6 @@
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<FadeTime>1</FadeTime>
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<FadeTime>1</FadeTime>
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<Time>0</Time>
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<Time>0</Time>
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<Out>true</Out>
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<Out>true</Out>
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<Loop>true</Loop>
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<Reverse>false</Reverse>
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<Reverse>false</Reverse>
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</Fade>
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</Fade>
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@@ -11,6 +11,9 @@
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<xs:element name="Out" type="t:bool" minOccurs="0">
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<xs:element name="Out" type="t:bool" minOccurs="0">
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<xs:annotation><xs:documentation>If the entity should fade out or in.</xs:documentation></xs:annotation>
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<xs:annotation><xs:documentation>If the entity should fade out or in.</xs:documentation></xs:annotation>
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</xs:element>
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</xs:element>
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<xs:element name="Loop" type="t:bool" minOccurs="0">
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<xs:annotation><xs:documentation>If the effect should loop when it is done.</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="Reverse" type="t:bool" minOccurs="0">
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<xs:element name="Reverse" type="t:bool" minOccurs="0">
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<xs:annotation><xs:documentation>If the entity should reverse the fade after finishing, this will double the speed.</xs:documentation></xs:annotation>
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<xs:annotation><xs:documentation>If the entity should reverse the fade after finishing, this will double the speed.</xs:documentation></xs:annotation>
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</xs:element>
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</xs:element>
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@@ -1,13 +0,0 @@
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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
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<Entity name="DashEffect" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
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<Components>
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<c:Lifetime>
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<Lifetime>0.5</Lifetime>
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</c:Lifetime>
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<c:Transform/>
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</Components>
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<Children/>
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</Entity>
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@@ -24,14 +24,14 @@ void FadeSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cFade,
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currentTime += dTime;
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currentTime += dTime;
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if(currentTime > fadeTime) {
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if(currentTime > fadeTime) {
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currentTime = 0.0;
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currentTime = 0.0 + fadeTime * (bool)cFade["Loop"];
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if ((bool)cFade["Reverse"]) {
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if ((bool)cFade["Reverse"]) {
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(Field<bool>)cFade["Out"] = !(bool)cFade["Out"];
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(Field<bool>)cFade["Out"] = !(bool)cFade["Out"];
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currentTime = fadeTime;
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currentTime = fadeTime;
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}
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}
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}
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}
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if(currentTime < 0.0) {
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if(currentTime < 0.0) {
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currentTime = fadeTime;
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currentTime = fadeTime * (bool)cFade["Loop"];
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if ((bool)cFade["Reverse"]) {
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if ((bool)cFade["Reverse"]) {
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(Field<bool>)cFade["Out"] = !(bool)cFade["Out"];
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(Field<bool>)cFade["Out"] = !(bool)cFade["Out"];
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currentTime = 0.0;
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currentTime = 0.0;
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@@ -3,6 +3,7 @@
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PlayerMovementSystem::PlayerMovementSystem(SystemParams params)
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PlayerMovementSystem::PlayerMovementSystem(SystemParams params)
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: System(params)
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: System(params)
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, m_SprintEffectTimer(0.f)
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, m_SprintEffectTimer(0.f)
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, m_DashEffectTimer(0.f)
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{
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{
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EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &PlayerMovementSystem::OnPlayerSpawned);
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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_EDoubleJump, &PlayerMovementSystem::OnDoubleJump);
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@@ -24,23 +25,57 @@ void PlayerMovementSystem::Update(double dt)
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if (LocalPlayer.Valid()){
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if (LocalPlayer.Valid()){
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updateVelocity(LocalPlayer, dt);
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updateVelocity(LocalPlayer, dt);
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}
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}
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//m_SprintEffectTimer += dt;
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//if (m_SprintEffectTimer < 0.016f) {
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m_SprintEffectTimer += dt;
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// return;
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if (m_SprintEffectTimer < 0.016f) {
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//}
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//m_SprintEffectTimer = 0.f;
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//auto pool = m_World->GetComponents("SprintAbility");
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//if (pool == nullptr) {
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// return;
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//}
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//for (auto cSprint : *pool) {
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// if (cSprint.EntityID != LocalPlayer.ID && (bool)cSprint["Active"]) {
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// // Spawn one afterimage for each player that sprints.
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// EntityWrapper player(m_World, cSprint.EntityID);
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// auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/SprintEffect.xml");
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// EntityWrapper sprintEffect = entityFile->MergeInto(m_World);
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// auto playerModel = player.FirstChildByName("PlayerModel");
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// if (!playerModel.Valid()) {
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// continue;
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// }
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// if (!playerModel.HasComponent("Model")) {
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// continue;
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// }
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// if (!playerModel.HasComponent("Animation")) {
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// continue;
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// }
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// auto playerEntityModel = playerModel["Model"];
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// auto playerEntityAnimation = playerModel["Animation"];
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// playerEntityModel.Copy(sprintEffect["Model"]);
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// playerEntityAnimation.Copy(sprintEffect["Animation"]);
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// sprintEffect["ExplosionEffect"]["EndColor"] = (glm::vec4)playerEntityModel["Color"];
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// ((Field<glm::vec4>)sprintEffect["ExplosionEffect"]["EndColor"]).w(0.f);
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// sprintEffect["Animation"]["Speed1"] = 0.0;
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// sprintEffect["Animation"]["Speed2"] = 0.0;
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// sprintEffect["Animation"]["Speed3"] = 0.0;
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// sprintEffect["Transform"]["Position"] = (glm::vec3)player["Transform"]["Position"];
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// sprintEffect["Transform"]["Orientation"] = (glm::vec3)player["Transform"]["Orientation"];
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// }
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//}
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m_DashEffectTimer += dt;
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if (m_DashEffectTimer < 0.046f) {
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return;
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return;
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}
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}
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m_SprintEffectTimer = 0.f;
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m_DashEffectTimer = 0.f;
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auto pool = m_World->GetComponents("SprintAbility");
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auto pool = m_World->GetComponents("DashAbility");
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if (pool == nullptr) {
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if (pool == nullptr) {
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return;
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return;
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}
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}
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for (auto cSprint : *pool) {
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for (auto cDash : *pool) {
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if (cSprint.EntityID != LocalPlayer.ID && (bool)cSprint["Active"]) {
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if (cDash.EntityID != LocalPlayer.ID && (double)cDash["CoolDownMaxTimer"] - (double)cDash["CoolDownTimer"] < 0.5) {
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// Spawn one afterimage for each player that sprints.
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// Spawn one afterimage for each player that Dashes.
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EntityWrapper player(m_World, cSprint.EntityID);
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EntityWrapper player(m_World, cDash.EntityID);
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auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/SprintEffect.xml");
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EntityWrapper sprintEffect = entityFile->MergeInto(m_World);
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auto playerModel = player.FirstChildByName("PlayerModel");
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auto playerModel = player.FirstChildByName("PlayerModel");
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if (!playerModel.Valid()) {
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if (!playerModel.Valid()) {
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continue;
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continue;
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@@ -48,20 +83,20 @@ void PlayerMovementSystem::Update(double dt)
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if (!playerModel.HasComponent("Model")) {
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if (!playerModel.HasComponent("Model")) {
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continue;
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continue;
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}
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}
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if (!playerModel.HasComponent("Animation")) {
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continue;
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}
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auto playerEntityModel = playerModel["Model"];
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auto playerEntityModel = playerModel["Model"];
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auto playerEntityAnimation = playerModel["Animation"];
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EntityWrapper dashEffect = playerModel.Clone();
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playerEntityModel.Copy(sprintEffect["Model"]);
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playerEntityModel.Copy(dashEffect["Model"]);
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playerEntityAnimation.Copy(sprintEffect["Animation"]);
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for (auto& cAnim : dashEffect.ChildrenWithComponent("Animation")) {
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sprintEffect["ExplosionEffect"]["EndColor"] = (glm::vec4)playerEntityModel["Color"];
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cAnim["Animation"]["Play"] = false;
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((Field<glm::vec4>)sprintEffect["ExplosionEffect"]["EndColor"]).w(0.f);
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}
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sprintEffect["Animation"]["Speed1"] = 0.0;
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dashEffect.AttachComponent("Lifetime");
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sprintEffect["Animation"]["Speed2"] = 0.0;
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dashEffect.AttachComponent("Fade");
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sprintEffect["Animation"]["Speed3"] = 0.0;
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dashEffect["Fade"]["Loop"] = false;
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sprintEffect["Transform"]["Position"] = (glm::vec3)player["Transform"]["Position"];
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dashEffect["Fade"]["FadeTime"] = 0.5;
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sprintEffect["Transform"]["Orientation"] = (glm::vec3)player["Transform"]["Orientation"];
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dashEffect["Fade"]["Time"] = (double)dashEffect["Fade"]["FadeTime"];
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dashEffect["Lifetime"]["Lifetime"] = (double)dashEffect["Fade"]["FadeTime"];
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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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}
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}
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}
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}
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}
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}
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