First person shoot animations
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#include "Sound/EPlaySoundOnEntity.h"
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#include "Rendering/AnimationSystem.h"
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#include "WeaponBehaviour.h"
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#include "../SpawnerSystem.h"
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class AssaultWeaponBehaviour : public WeaponBehaviour
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{
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public:
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AssaultWeaponBehaviour(SystemParams systemParams, Octree<EntityAABB>* collisionOctree, EntityWrapper weaponEntity);
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virtual void Fire() override;
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virtual void CeaseFire() override;
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virtual void Reload() override;
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virtual void Update(double dt) override;
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private:
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EntityWrapper m_FirstPersonModel;
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// State
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bool m_Firing = false;
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bool m_Reloading = false;
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double m_TimeSinceLastFire = 0.0;
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EventRelay<WeaponBehaviour, Events::AnimationComplete> m_EAnimationComplete;
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bool OnAnimationComplete(Events::AnimationComplete& e);
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void fireRound();
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void spawnTracer();
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float traceRayDistance(glm::vec3 origin, glm::vec3 direction);
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void playSound();
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void viewPunch();
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void playShootAnimation();
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void playIdleAnimation();
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};
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#ifndef WeaponBehaviour_h__
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#define WeaponBehaviour_h__
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#include "Core/System.h"
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#include "Core/Octree.h"
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#include "Collision/EntityAABB.h"
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class WeaponBehaviour : public System
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{
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public:
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WeaponBehaviour(SystemParams systemParams, Octree<EntityAABB>* collisionOctree, EntityWrapper weaponEntity)
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: System(systemParams)
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, m_CollisionOctree(collisionOctree)
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, m_Entity(weaponEntity)
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{ }
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virtual ~WeaponBehaviour() = default;
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WeaponBehaviour(const WeaponBehaviour&) = delete;
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WeaponBehaviour& operator=(const WeaponBehaviour &) = delete;
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virtual void Fire() = 0;
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virtual void CeaseFire() { }
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virtual void Reload() { }
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virtual void Update(double dt) { }
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protected:
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Octree<EntityAABB>* m_CollisionOctree;
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EntityWrapper m_Entity;
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};
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#endif
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@@ -0,0 +1,46 @@
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#ifndef WeaponSystem_h__
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#define WeaponSystem_h__
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#include "Rendering/IRenderer.h"
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#include "Common.h"
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#include "Core/System.h"
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#include "Core/EPlayerDamage.h"
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#include "Core/EShoot.h"
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#include "Core/EPlayerSpawned.h"
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#include "Input/EInputCommand.h"
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#include "Core/EntityFile.h"
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#include "Core/EntityFileParser.h"
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#include "Core/Octree.h"
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#include "Collision/EntityAABB.h"
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#include "Systems/SpawnerSystem.h"
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#include "Sound/EPlaySoundOnEntity.h"
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#include "AssaultWeaponBehaviour.h"
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class WeaponSystem : public PureSystem, ImpureSystem
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{
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public:
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WeaponSystem(SystemParams params, IRenderer* renderer, Octree<EntityAABB>* collisionOctree);
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virtual void Update(double dt) override;
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cPlayer, double dt) override;
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private:
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SystemParams m_SystemParams;
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IRenderer* m_Renderer;
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Octree<EntityAABB>* m_CollisionOctree;
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std::unordered_map<EntityWrapper, std::shared_ptr<WeaponBehaviour>> m_ActiveWeapons;
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// Events
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EventRelay<WeaponSystem, Events::PlayerSpawned> m_EPlayerSpawned;
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bool OnPlayerSpawned(Events::PlayerSpawned& e);
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EventRelay<WeaponSystem, Events::Shoot> m_EShoot;
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bool OnShoot(Events::Shoot& e);
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EventRelay<WeaponSystem, Events::InputCommand> m_EInputCommand;
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bool OnInputCommand(Events::InputCommand& e);
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void selectWeapon(EntityWrapper player, ComponentInfo::EnumType slot);
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};
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#endif
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