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