First person shoot animations

This commit is contained in:
2016-02-11 17:06:34 +01:00
parent 95289f47d6
commit e47201ff61
14 changed files with 338 additions and 201 deletions
@@ -0,0 +1,34 @@
#include "Sound/EPlaySoundOnEntity.h"
#include "Rendering/AnimationSystem.h"
#include "WeaponBehaviour.h"
#include "../SpawnerSystem.h"
class AssaultWeaponBehaviour : public WeaponBehaviour
{
public:
AssaultWeaponBehaviour(SystemParams systemParams, Octree<EntityAABB>* collisionOctree, EntityWrapper weaponEntity);
virtual void Fire() override;
virtual void CeaseFire() override;
virtual void Reload() override;
virtual void Update(double dt) override;
private:
EntityWrapper m_FirstPersonModel;
// State
bool m_Firing = false;
bool m_Reloading = false;
double m_TimeSinceLastFire = 0.0;
EventRelay<WeaponBehaviour, Events::AnimationComplete> m_EAnimationComplete;
bool OnAnimationComplete(Events::AnimationComplete& e);
void fireRound();
void spawnTracer();
float traceRayDistance(glm::vec3 origin, glm::vec3 direction);
void playSound();
void viewPunch();
void playShootAnimation();
void playIdleAnimation();
};
@@ -0,0 +1,31 @@
#ifndef WeaponBehaviour_h__
#define WeaponBehaviour_h__
#include "Core/System.h"
#include "Core/Octree.h"
#include "Collision/EntityAABB.h"
class WeaponBehaviour : public System
{
public:
WeaponBehaviour(SystemParams systemParams, Octree<EntityAABB>* collisionOctree, EntityWrapper weaponEntity)
: System(systemParams)
, m_CollisionOctree(collisionOctree)
, m_Entity(weaponEntity)
{ }
virtual ~WeaponBehaviour() = default;
WeaponBehaviour(const WeaponBehaviour&) = delete;
WeaponBehaviour& operator=(const WeaponBehaviour &) = delete;
virtual void Fire() = 0;
virtual void CeaseFire() { }
virtual void Reload() { }
virtual void Update(double dt) { }
protected:
Octree<EntityAABB>* m_CollisionOctree;
EntityWrapper m_Entity;
};
#endif
@@ -0,0 +1,46 @@
#ifndef WeaponSystem_h__
#define WeaponSystem_h__
#include "Rendering/IRenderer.h"
#include "Common.h"
#include "Core/System.h"
#include "Core/EPlayerDamage.h"
#include "Core/EShoot.h"
#include "Core/EPlayerSpawned.h"
#include "Input/EInputCommand.h"
#include "Core/EntityFile.h"
#include "Core/EntityFileParser.h"
#include "Core/Octree.h"
#include "Collision/EntityAABB.h"
#include "Systems/SpawnerSystem.h"
#include "Sound/EPlaySoundOnEntity.h"
#include "AssaultWeaponBehaviour.h"
class WeaponSystem : public PureSystem, ImpureSystem
{
public:
WeaponSystem(SystemParams params, IRenderer* renderer, Octree<EntityAABB>* collisionOctree);
virtual void Update(double dt) override;
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cPlayer, double dt) override;
private:
SystemParams m_SystemParams;
IRenderer* m_Renderer;
Octree<EntityAABB>* m_CollisionOctree;
std::unordered_map<EntityWrapper, std::shared_ptr<WeaponBehaviour>> m_ActiveWeapons;
// Events
EventRelay<WeaponSystem, Events::PlayerSpawned> m_EPlayerSpawned;
bool OnPlayerSpawned(Events::PlayerSpawned& e);
EventRelay<WeaponSystem, Events::Shoot> m_EShoot;
bool OnShoot(Events::Shoot& e);
EventRelay<WeaponSystem, Events::InputCommand> m_EInputCommand;
bool OnInputCommand(Events::InputCommand& e);
void selectWeapon(EntityWrapper player, ComponentInfo::EnumType slot);
};
#endif
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@@ -1,192 +0,0 @@
#ifndef WeaponSystem_h__
#define WeaponSystem_h__
//#include <GLFW/glfw3.h>
//#include <glm/common.hpp>
#include "Rendering/IRenderer.h"
#include "Common.h"
#include "Core/System.h"
#include "Core/EPlayerDamage.h"
#include "Core/EShoot.h"
#include "Core/EPlayerSpawned.h"
#include "Input/EInputCommand.h"
#include "Core/EntityFile.h"
#include "Core/EntityFileParser.h"
#include "Core/Octree.h"
#include "Collision/EntityAABB.h"
#include "Systems/SpawnerSystem.h"
#include "Sound/EPlaySoundOnEntity.h"
class WeaponBehaviour;
class WeaponSystem : public PureSystem, ImpureSystem
{
public:
WeaponSystem(SystemParams params, IRenderer* renderer, Octree<EntityAABB>* collisionOctree);
virtual void Update(double dt) override;
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cPlayer, double dt) override;
private:
SystemParams m_SystemParams;
IRenderer* m_Renderer;
Octree<EntityAABB>* m_CollisionOctree;
std::unordered_map<EntityWrapper, std::shared_ptr<WeaponBehaviour>> m_ActiveWeapons;
// Events
EventRelay<WeaponSystem, Events::PlayerSpawned> m_EPlayerSpawned;
bool OnPlayerSpawned(Events::PlayerSpawned& e);
EventRelay<WeaponSystem, Events::Shoot> m_EShoot;
bool OnShoot(Events::Shoot& e);
EventRelay<WeaponSystem, Events::InputCommand> m_EInputCommand;
bool OnInputCommand(Events::InputCommand& e);
void selectWeapon(EntityWrapper player, ComponentInfo::EnumType slot);
};
class WeaponBehaviour : public System
{
public:
WeaponBehaviour(SystemParams systemParams, Octree<EntityAABB>* collisionOctree, EntityWrapper weaponEntity)
: System(systemParams)
, m_CollisionOctree(collisionOctree)
, m_Entity(weaponEntity)
{ }
virtual ~WeaponBehaviour() = default;
WeaponBehaviour(const WeaponBehaviour&) = delete;
WeaponBehaviour& operator=(const WeaponBehaviour &) = delete;
virtual void Fire() = 0;
virtual void CeaseFire() { }
virtual void Reload() { }
virtual void Update(double dt) { }
protected:
Octree<EntityAABB>* m_CollisionOctree;
EntityWrapper m_Entity;
};
class AssaultWeaponBehaviour : public WeaponBehaviour
{
public:
AssaultWeaponBehaviour(SystemParams systemParams, Octree<EntityAABB>* collisionOctree, EntityWrapper weaponEntity)
: WeaponBehaviour(systemParams, collisionOctree, weaponEntity)
{ }
virtual void Fire() override
{
m_TimeSinceLastFire = 0.0;
m_Firing = true;
fireRound();
}
virtual void CeaseFire() override
{
m_Firing = false;
}
virtual void Reload() override
{
ComponentWrapper& cAssaultWeapon = m_Entity["AssaultWeapon"];
int& magAmmo = cAssaultWeapon["MagazineAmmo"];
int magSize = cAssaultWeapon["MagazineSize"];
int& ammo = cAssaultWeapon["Ammo"];
// Don't reload if we're already fully loaded
if (magAmmo == magSize) {
return;
}
// Throw away rounds in magazine to incentivise ammo sharing
int toLoad = glm::min(magSize, ammo);
magAmmo = toLoad;
ammo -= toLoad;
}
virtual void Update(double dt) override
{
if (!m_Firing) {
return;
}
m_TimeSinceLastFire += dt;
ComponentWrapper& cAssaultWeapon = m_Entity["AssaultWeapon"];
if (m_TimeSinceLastFire >= 1.0 / ((double)cAssaultWeapon["RPM"] / 60.0)) {
fireRound();
}
}
private:
bool m_Firing = false;
double m_TimeSinceLastFire = 0.0;
EntityFile* m_RayRed = nullptr;
EntityFile* m_RayBlue = nullptr;
void fireRound()
{
ComponentWrapper& cAssaultWeapon = m_Entity["AssaultWeapon"];
int& magAmmo = cAssaultWeapon["MagazineAmmo"];
int ammo = cAssaultWeapon["Ammo"];
// Reload if our magazine is empty
if (magAmmo <= 0) {
Reload();
return;
}
// Fire
magAmmo -= 1;
spawnTracer();
playSound();
m_TimeSinceLastFire = 0.0;
}
void spawnTracer()
{
if (!IsClient) {
return;
}
EntityWrapper spawner;
if (m_Entity == LocalPlayer) {
spawner = m_Entity.FirstChildByName("WeaponMuzzle");
} else {
spawner = m_Entity.FirstChildByName("ThirdPersonWeaponMuzzle");
}
if (!spawner.Valid()) {
return;
}
Events::SpawnerSpawn e;
e.Spawner = spawner;
m_EventBroker->Publish(e);
}
float traceRayDistance(glm::vec3 origin, glm::vec3 direction)
{
// TODO: Cast a ray and size tracer appropriately
return 100.f;
}
void playSound()
{
if (!IsClient) {
return;
}
Events::PlaySoundOnEntity e;
e.EmitterID = m_Entity.ID;
e.FilePath = "Audio/laser/laser1.wav";
m_EventBroker->Publish(e);
}
};
#endif
@@ -6,4 +6,5 @@
<MaxAmmo>360</MaxAmmo>
<BaseDamage>5</BaseDamage>
<RPM>120</RPM>
<ViewPunch>0.01</ViewPunch>
</AssaultWeapon>
@@ -22,6 +22,9 @@
<xs:element name="RPM" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>Rate of fire in rounds per minute</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="ViewPunch" type="t:float" minOccurs="0">
<xs:annotation><xs:documentation>View punch in radians for each bullet fired</xs:documentation></xs:annotation>
</xs:element>
</xs:all>
</xs:complexType>
</xs:element>
+1
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@@ -2,4 +2,5 @@
<Player xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Player.xsd">
<MovementSpeed>3</MovementSpeed>
<CrouchSpeed>1.5</CrouchSpeed>
<CurrentWishDirection X="0" Y="0" Z="0"/>
</Player>
+2 -1
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@@ -5,12 +5,13 @@
<xs:element name="Player">
<xs:annotation>
<xs:documentation>The player charachter</xs:documentation>
<xs:documentation>The player entity</xs:documentation>
</xs:annotation>
<xs:complexType>
<xs:all>
<xs:element name="MovementSpeed" type="t:float" minOccurs="0"/>
<xs:element name="CrouchSpeed" type="t:float" minOccurs="0"/>
<xs:element name="CurrentWishDirection" type="t:Vector" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
+17 -4
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@@ -34,19 +34,32 @@ void AnimationSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& a
if (!(bool)animationComponent["Loop" + std::to_string(i)]) {
if (nextTime > animation->Duration) {
nextTime = animation->Duration;
Events::AnimationComplete e;
e.Entity = entity;
e.Name = (std::string)animationComponent["AnimationName" + std::to_string(i)];
m_EventBroker->Publish(e);
} else if (nextTime < 0) {
Events::AnimationComplete e;
e.Entity = entity;
e.Name = (std::string)animationComponent["AnimationName" + std::to_string(i)];
m_EventBroker->Publish(e);
nextTime = 0;
}
(double&)animationComponent["Speed" + std::to_string(i)] = 0.0;
Events::AnimationComplete e;
e.Entity = entity;
e.Name = (std::string)animationComponent["AnimationName" + std::to_string(i)];
m_EventBroker->Publish(e);
} else {
if (nextTime > animation->Duration) {
Events::AnimationComplete e;
e.Entity = entity;
e.Name = (std::string)animationComponent["AnimationName" + std::to_string(i)];
m_EventBroker->Publish(e);
nextTime -= animation->Duration;
} else if (nextTime < 0) {
Events::AnimationComplete e;
e.Entity = entity;
e.Name = (std::string)animationComponent["AnimationName" + std::to_string(i)];
m_EventBroker->Publish(e);
nextTime += animation->Duration;
}
}
+7
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@@ -16,6 +16,12 @@ file(GLOB SOURCE_FILES_Systems
)
source_group(Systems FILES ${SOURCE_FILES_Systems})
file(GLOB SOURCE_FILES_Systems_Weapon
"${INCLUDE_PATH}/Systems/Weapon/*.h"
"Systems/Weapon/*.cpp"
)
source_group(Systems\\Weapon FILES ${SOURCE_FILES_Systems_Weapon})
file(GLOB SOURCE_FILES_Events
"${INCLUDE_PATH}/Events/*.h"
"Events/*.cpp"
@@ -31,6 +37,7 @@ set(SOURCE_FILES
${SOURCE_FILES}
"Game.cpp"
${SOURCE_FILES_Systems}
${SOURCE_FILES_Systems_Weapon}
${SOURCE_FILES_Events}
${SOURCE_FILES_Network}
)
+1 -1
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@@ -13,7 +13,7 @@
#include "Core/EntityFileWriter.h"
#include "Game/Systems/CapturePointSystem.h"
#include "Game/Systems/PickupSpawnSystem.h"
#include "Game/Systems/WeaponSystem.h"
#include "Game/Systems/Weapon/WeaponSystem.h"
#include "Rendering/AnimationSystem.h"
#include "Game/Systems/PlayerHUDSystem.h"
#include "Rendering/BoneAttachmentSystem.h"
+2 -1
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@@ -51,6 +51,7 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
float playerMovementSpeed = player["Player"]["MovementSpeed"];
float playerCrouchSpeed = player["Player"]["CrouchSpeed"];
glm::vec3& wishDirection = player["Player"]["CurrentWishDirection"];
if (player.HasComponent("Physics")) {
ComponentWrapper cPhysics = player["Physics"];
@@ -58,7 +59,7 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
if (player.HasComponent("DashAbility")) {
controller->AssaultDashCheck(dt, ((glm::vec3)cPhysics["Velocity"]).y != 0.0f, player["DashAbility"]["CoolDownMaxTimer"]);
}
glm::vec3 wishDirection = controller->Movement() * glm::inverse(glm::quat(ori));
wishDirection = controller->Movement() * glm::inverse(glm::quat(ori));
//this makes sure you can only dash in the 4 directions: forw,backw,left,right
if (controller->AssaultDashDoubleTapped() && controller->Movement().z != 0 && controller->Movement().x != 0) {
wishDirection = glm::vec3(controller->Movement().x, 0, 0)* glm::inverse(glm::quat(ori));
@@ -0,0 +1,190 @@
#include "Systems/Weapon/AssaultWeaponBehaviour.h"
AssaultWeaponBehaviour::AssaultWeaponBehaviour(SystemParams systemParams, Octree<EntityAABB>* collisionOctree, EntityWrapper weaponEntity)
: WeaponBehaviour(systemParams, collisionOctree, weaponEntity)
{
m_FirstPersonModel = m_Entity.FirstChildByName("Hands");
EVENT_SUBSCRIBE_MEMBER(m_EAnimationComplete, &AssaultWeaponBehaviour::OnAnimationComplete);
}
void AssaultWeaponBehaviour::Fire()
{
m_TimeSinceLastFire = 0.0;
m_Firing = true;
fireRound();
playShootAnimation();
}
void AssaultWeaponBehaviour::CeaseFire()
{
m_Firing = false;
}
void AssaultWeaponBehaviour::Reload()
{
ComponentWrapper& cAssaultWeapon = m_Entity["AssaultWeapon"];
int& magAmmo = cAssaultWeapon["MagazineAmmo"];
int magSize = cAssaultWeapon["MagazineSize"];
int& ammo = cAssaultWeapon["Ammo"];
// Don't reload if we're already fully loaded
if (magAmmo == magSize) {
return;
}
// Throw away rounds in magazine to incentivise ammo sharing
int toLoad = glm::min(magSize, ammo);
magAmmo = toLoad;
ammo -= toLoad;
}
void AssaultWeaponBehaviour::Update(double dt)
{
if (m_Firing) {
m_TimeSinceLastFire += dt;
ComponentWrapper& cAssaultWeapon = m_Entity["AssaultWeapon"];
if (m_TimeSinceLastFire >= 1.0 / ((double)cAssaultWeapon["RPM"] / 60.0)) {
fireRound();
}
}
if (!m_Firing && !m_Reloading) {
playIdleAnimation();
}
}
bool AssaultWeaponBehaviour::OnAnimationComplete(Events::AnimationComplete& e)
{
if (e.Entity != m_FirstPersonModel) {
return false;
}
//if (e.Name == "ShootRifle") {
// if (!m_Firing) {
// playIdleAnimation();
// }
//}
return true;
}
void AssaultWeaponBehaviour::fireRound()
{
ComponentWrapper& cAssaultWeapon = m_Entity["AssaultWeapon"];
int& magAmmo = cAssaultWeapon["MagazineAmmo"];
int ammo = cAssaultWeapon["Ammo"];
// Reload if our magazine is empty
if (magAmmo <= 0) {
Reload();
return;
}
// Fire
magAmmo -= 1;
spawnTracer();
playSound();
viewPunch();
m_TimeSinceLastFire = 0.0;
}
void AssaultWeaponBehaviour::spawnTracer()
{
if (!IsClient) {
return;
}
EntityWrapper spawner;
if (m_Entity == LocalPlayer) {
spawner = m_Entity.FirstChildByName("WeaponMuzzle");
} else {
spawner = m_Entity.FirstChildByName("ThirdPersonWeaponMuzzle");
}
if (!spawner.Valid()) {
return;
}
Events::SpawnerSpawn e;
e.Spawner = spawner;
m_EventBroker->Publish(e);
}
float AssaultWeaponBehaviour::traceRayDistance(glm::vec3 origin, glm::vec3 direction)
{
// TODO: Cast a ray and size tracer appropriately
return 100.f;
}
void AssaultWeaponBehaviour::playSound()
{
if (!IsClient) {
return;
}
Events::PlaySoundOnEntity e;
e.EmitterID = m_Entity.ID;
e.FilePath = "Audio/laser/laser1.wav";
m_EventBroker->Publish(e);
}
void AssaultWeaponBehaviour::viewPunch()
{
EntityWrapper playerCamera = m_Entity.FirstChildByName("Camera");
if (!playerCamera.Valid()) {
return;
}
float viewPunch = m_Entity["AssaultWeapon"]["ViewPunch"];
ComponentWrapper cTransform = playerCamera["Transform"];
glm::vec3& orientation = cTransform["Orientation"];
orientation.x += viewPunch;
}
void AssaultWeaponBehaviour::playShootAnimation()
{
EntityWrapper firstPersonWeapon = m_Entity.FirstChildByName("Hands");
ComponentWrapper cAnimation = firstPersonWeapon["Animation"];
cAnimation["AnimationName1"] = "ShootRifle";
cAnimation["Weight1"] = 1.0;
cAnimation["Time1"] = 0.0;
cAnimation["Speed1"] = 1.0;
cAnimation["Loop1"] = true;
}
void AssaultWeaponBehaviour::playIdleAnimation()
{
if (!m_FirstPersonModel.Valid()) {
return;
}
ComponentWrapper cAnimation = m_FirstPersonModel["Animation"];
std::string& animationName1 = cAnimation["AnimationName1"];
double& animationSpeed1 = cAnimation["Speed1"];
std::string animationToPlay = "Idle";
double speedToSet = 1.0;
ComponentWrapper cPlayer = m_Entity["Player"];
glm::vec3 movementDirection = cPlayer["CurrentWishDirection"];
if (glm::length2(movementDirection) > 0) {
animationToPlay = "Run";
ComponentWrapper cPhysics = m_Entity["Physics"];
speedToSet = glm::length((glm::vec3)cPhysics["Velocity"]) / (float)cPlayer["MovementSpeed"];
}
if (animationName1 != animationToPlay) {
cAnimation["AnimationName1"] = animationToPlay;
cAnimation["Weight1"] = 1.0;
cAnimation["Time1"] = 0.0;
cAnimation["Loop1"] = true;
}
if (animationSpeed1 != speedToSet) {
cAnimation["Speed1"] = speedToSet;
}
}
@@ -1,4 +1,4 @@
#include "Systems/WeaponSystem.h"
#include "Systems/Weapon/WeaponSystem.h"
WeaponSystem::WeaponSystem(SystemParams params, IRenderer* renderer, Octree<EntityAABB>* collisionOctree)
: System(params)
@@ -24,7 +24,8 @@ void WeaponSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cPla
if (it == m_ActiveWeapons.end()) {
selectWeapon(entity, 1);
}
m_EventBroker->Process<WeaponBehaviour>();
m_ActiveWeapons.at(entity)->Update(dt);
}