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();
};