First person shoot animations
This commit is contained in:
@@ -34,19 +34,32 @@ void AnimationSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& a
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if (!(bool)animationComponent["Loop" + std::to_string(i)]) {
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if (nextTime > animation->Duration) {
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nextTime = animation->Duration;
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Events::AnimationComplete e;
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e.Entity = entity;
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e.Name = (std::string)animationComponent["AnimationName" + std::to_string(i)];
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m_EventBroker->Publish(e);
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} else if (nextTime < 0) {
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Events::AnimationComplete e;
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e.Entity = entity;
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e.Name = (std::string)animationComponent["AnimationName" + std::to_string(i)];
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m_EventBroker->Publish(e);
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nextTime = 0;
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}
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(double&)animationComponent["Speed" + std::to_string(i)] = 0.0;
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Events::AnimationComplete e;
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e.Entity = entity;
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e.Name = (std::string)animationComponent["AnimationName" + std::to_string(i)];
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m_EventBroker->Publish(e);
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} else {
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if (nextTime > animation->Duration) {
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Events::AnimationComplete e;
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e.Entity = entity;
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e.Name = (std::string)animationComponent["AnimationName" + std::to_string(i)];
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m_EventBroker->Publish(e);
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nextTime -= animation->Duration;
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} else if (nextTime < 0) {
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Events::AnimationComplete e;
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e.Entity = entity;
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e.Name = (std::string)animationComponent["AnimationName" + std::to_string(i)];
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m_EventBroker->Publish(e);
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nextTime += animation->Duration;
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}
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}
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@@ -16,6 +16,12 @@ file(GLOB SOURCE_FILES_Systems
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)
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source_group(Systems FILES ${SOURCE_FILES_Systems})
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file(GLOB SOURCE_FILES_Systems_Weapon
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"${INCLUDE_PATH}/Systems/Weapon/*.h"
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"Systems/Weapon/*.cpp"
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)
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source_group(Systems\\Weapon FILES ${SOURCE_FILES_Systems_Weapon})
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file(GLOB SOURCE_FILES_Events
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"${INCLUDE_PATH}/Events/*.h"
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"Events/*.cpp"
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@@ -31,6 +37,7 @@ set(SOURCE_FILES
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${SOURCE_FILES}
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"Game.cpp"
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${SOURCE_FILES_Systems}
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${SOURCE_FILES_Systems_Weapon}
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${SOURCE_FILES_Events}
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${SOURCE_FILES_Network}
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)
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+1
-1
@@ -13,7 +13,7 @@
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#include "Core/EntityFileWriter.h"
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#include "Game/Systems/CapturePointSystem.h"
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#include "Game/Systems/PickupSpawnSystem.h"
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#include "Game/Systems/WeaponSystem.h"
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#include "Game/Systems/Weapon/WeaponSystem.h"
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#include "Rendering/AnimationSystem.h"
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#include "Game/Systems/PlayerHUDSystem.h"
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#include "Rendering/BoneAttachmentSystem.h"
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@@ -51,6 +51,7 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
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float playerMovementSpeed = player["Player"]["MovementSpeed"];
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float playerCrouchSpeed = player["Player"]["CrouchSpeed"];
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glm::vec3& wishDirection = player["Player"]["CurrentWishDirection"];
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if (player.HasComponent("Physics")) {
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ComponentWrapper cPhysics = player["Physics"];
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@@ -58,7 +59,7 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
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if (player.HasComponent("DashAbility")) {
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controller->AssaultDashCheck(dt, ((glm::vec3)cPhysics["Velocity"]).y != 0.0f, player["DashAbility"]["CoolDownMaxTimer"]);
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}
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glm::vec3 wishDirection = controller->Movement() * glm::inverse(glm::quat(ori));
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wishDirection = controller->Movement() * glm::inverse(glm::quat(ori));
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//this makes sure you can only dash in the 4 directions: forw,backw,left,right
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if (controller->AssaultDashDoubleTapped() && controller->Movement().z != 0 && controller->Movement().x != 0) {
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wishDirection = glm::vec3(controller->Movement().x, 0, 0)* glm::inverse(glm::quat(ori));
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@@ -0,0 +1,190 @@
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#include "Systems/Weapon/AssaultWeaponBehaviour.h"
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AssaultWeaponBehaviour::AssaultWeaponBehaviour(SystemParams systemParams, Octree<EntityAABB>* collisionOctree, EntityWrapper weaponEntity)
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: WeaponBehaviour(systemParams, collisionOctree, weaponEntity)
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{
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m_FirstPersonModel = m_Entity.FirstChildByName("Hands");
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EVENT_SUBSCRIBE_MEMBER(m_EAnimationComplete, &AssaultWeaponBehaviour::OnAnimationComplete);
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}
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void AssaultWeaponBehaviour::Fire()
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{
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m_TimeSinceLastFire = 0.0;
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m_Firing = true;
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fireRound();
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playShootAnimation();
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}
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void AssaultWeaponBehaviour::CeaseFire()
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{
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m_Firing = false;
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}
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void AssaultWeaponBehaviour::Reload()
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{
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ComponentWrapper& cAssaultWeapon = m_Entity["AssaultWeapon"];
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int& magAmmo = cAssaultWeapon["MagazineAmmo"];
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int magSize = cAssaultWeapon["MagazineSize"];
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int& ammo = cAssaultWeapon["Ammo"];
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// Don't reload if we're already fully loaded
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if (magAmmo == magSize) {
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return;
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}
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// Throw away rounds in magazine to incentivise ammo sharing
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int toLoad = glm::min(magSize, ammo);
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magAmmo = toLoad;
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ammo -= toLoad;
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}
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void AssaultWeaponBehaviour::Update(double dt)
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{
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if (m_Firing) {
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m_TimeSinceLastFire += dt;
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ComponentWrapper& cAssaultWeapon = m_Entity["AssaultWeapon"];
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if (m_TimeSinceLastFire >= 1.0 / ((double)cAssaultWeapon["RPM"] / 60.0)) {
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fireRound();
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}
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}
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if (!m_Firing && !m_Reloading) {
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playIdleAnimation();
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}
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}
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bool AssaultWeaponBehaviour::OnAnimationComplete(Events::AnimationComplete& e)
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{
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if (e.Entity != m_FirstPersonModel) {
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return false;
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}
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//if (e.Name == "ShootRifle") {
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// if (!m_Firing) {
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// playIdleAnimation();
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// }
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//}
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return true;
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}
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void AssaultWeaponBehaviour::fireRound()
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{
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ComponentWrapper& cAssaultWeapon = m_Entity["AssaultWeapon"];
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int& magAmmo = cAssaultWeapon["MagazineAmmo"];
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int ammo = cAssaultWeapon["Ammo"];
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// Reload if our magazine is empty
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if (magAmmo <= 0) {
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Reload();
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return;
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}
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// Fire
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magAmmo -= 1;
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spawnTracer();
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playSound();
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viewPunch();
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m_TimeSinceLastFire = 0.0;
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}
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void AssaultWeaponBehaviour::spawnTracer()
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{
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if (!IsClient) {
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return;
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}
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EntityWrapper spawner;
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if (m_Entity == LocalPlayer) {
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spawner = m_Entity.FirstChildByName("WeaponMuzzle");
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} else {
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spawner = m_Entity.FirstChildByName("ThirdPersonWeaponMuzzle");
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}
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if (!spawner.Valid()) {
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return;
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}
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Events::SpawnerSpawn e;
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e.Spawner = spawner;
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m_EventBroker->Publish(e);
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}
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float AssaultWeaponBehaviour::traceRayDistance(glm::vec3 origin, glm::vec3 direction)
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{
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// TODO: Cast a ray and size tracer appropriately
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return 100.f;
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}
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void AssaultWeaponBehaviour::playSound()
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{
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if (!IsClient) {
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return;
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}
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Events::PlaySoundOnEntity e;
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e.EmitterID = m_Entity.ID;
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e.FilePath = "Audio/laser/laser1.wav";
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m_EventBroker->Publish(e);
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}
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void AssaultWeaponBehaviour::viewPunch()
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{
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EntityWrapper playerCamera = m_Entity.FirstChildByName("Camera");
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if (!playerCamera.Valid()) {
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return;
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}
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float viewPunch = m_Entity["AssaultWeapon"]["ViewPunch"];
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ComponentWrapper cTransform = playerCamera["Transform"];
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glm::vec3& orientation = cTransform["Orientation"];
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orientation.x += viewPunch;
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}
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void AssaultWeaponBehaviour::playShootAnimation()
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{
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EntityWrapper firstPersonWeapon = m_Entity.FirstChildByName("Hands");
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ComponentWrapper cAnimation = firstPersonWeapon["Animation"];
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cAnimation["AnimationName1"] = "ShootRifle";
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cAnimation["Weight1"] = 1.0;
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cAnimation["Time1"] = 0.0;
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cAnimation["Speed1"] = 1.0;
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cAnimation["Loop1"] = true;
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}
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void AssaultWeaponBehaviour::playIdleAnimation()
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{
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if (!m_FirstPersonModel.Valid()) {
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return;
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}
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ComponentWrapper cAnimation = m_FirstPersonModel["Animation"];
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std::string& animationName1 = cAnimation["AnimationName1"];
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double& animationSpeed1 = cAnimation["Speed1"];
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std::string animationToPlay = "Idle";
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double speedToSet = 1.0;
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ComponentWrapper cPlayer = m_Entity["Player"];
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glm::vec3 movementDirection = cPlayer["CurrentWishDirection"];
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if (glm::length2(movementDirection) > 0) {
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animationToPlay = "Run";
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ComponentWrapper cPhysics = m_Entity["Physics"];
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speedToSet = glm::length((glm::vec3)cPhysics["Velocity"]) / (float)cPlayer["MovementSpeed"];
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}
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if (animationName1 != animationToPlay) {
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cAnimation["AnimationName1"] = animationToPlay;
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cAnimation["Weight1"] = 1.0;
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cAnimation["Time1"] = 0.0;
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cAnimation["Loop1"] = true;
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}
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if (animationSpeed1 != speedToSet) {
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cAnimation["Speed1"] = speedToSet;
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}
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}
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@@ -1,4 +1,4 @@
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#include "Systems/WeaponSystem.h"
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#include "Systems/Weapon/WeaponSystem.h"
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WeaponSystem::WeaponSystem(SystemParams params, IRenderer* renderer, Octree<EntityAABB>* collisionOctree)
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: System(params)
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@@ -24,7 +24,8 @@ void WeaponSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cPla
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if (it == m_ActiveWeapons.end()) {
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selectWeapon(entity, 1);
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}
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m_EventBroker->Process<WeaponBehaviour>();
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m_ActiveWeapons.at(entity)->Update(dt);
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}
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