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 +1,190 @@
#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;
}
}
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#include "Systems/Weapon/WeaponSystem.h"
WeaponSystem::WeaponSystem(SystemParams params, IRenderer* renderer, Octree<EntityAABB>* collisionOctree)
: System(params)
, PureSystem("Player")
, m_SystemParams(params)
, m_Renderer(renderer)
, m_CollisionOctree(collisionOctree)
{
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &WeaponSystem::OnInputCommand);
EVENT_SUBSCRIBE_MEMBER(m_EShoot, &WeaponSystem::OnShoot);
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &WeaponSystem::OnPlayerSpawned);
}
void WeaponSystem::Update(double dt)
{
}
void WeaponSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cPlayer, double dt)
{
// Update potential weapon behaviour for player
auto it = m_ActiveWeapons.find(entity);
if (it == m_ActiveWeapons.end()) {
selectWeapon(entity, 1);
}
m_EventBroker->Process<WeaponBehaviour>();
m_ActiveWeapons.at(entity)->Update(dt);
}
bool WeaponSystem::OnInputCommand(Events::InputCommand& e)
{
EntityWrapper player = e.Player;
if (e.PlayerID == -1) {
player = LocalPlayer;
}
// Make sure player is alive
if (!player.Valid()) {
return false;
}
// Weapon selection
if (e.Command == "SelectWeapon") {
if (e.Value != 0) {
//selectWeapon(player, static_cast<ComponentInfo::EnumType>(e.Value));
}
}
// Fire
if (e.Command == "PrimaryFire") {
if (m_ActiveWeapons.find(player) != m_ActiveWeapons.end()) {
auto weapon = m_ActiveWeapons.at(player);
if (e.Value > 0) {
weapon->Fire();
} else {
weapon->CeaseFire();
}
}
}
return true;
}
void WeaponSystem::selectWeapon(EntityWrapper player, ComponentInfo::EnumType slot)
{
// Primary
if (slot == 1) {
// TODO: if class...
if (m_ActiveWeapons.count(player) == 0) {
m_ActiveWeapons.insert(std::make_pair(player, std::make_shared<AssaultWeaponBehaviour>(m_SystemParams, m_CollisionOctree, player)));
} else {
//m_ActiveWeapons.erase(player);
}
}
// Secondary
if (slot == 2) {
//m_ActiveWeapons[player] = std::make_shared<PistolWeaponBehaviour>();
}
}
bool WeaponSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
{
// Select primary weapon on player spawn
// TODO: Select the active one specified by player component
return true;
}
bool WeaponSystem::OnShoot(Events::Shoot& eShoot)
{
if (!eShoot.Player.Valid()) {
return false;
}
// Only run further picking code for the local player!
if (eShoot.Player != LocalPlayer) {
return false;
}
// Screen center, based on current resolution!
// TODO: check if player has enough ammo and if weapon has a cooldown or not
Rectangle screenResolution = m_Renderer->GetViewportSize();
glm::vec2 centerScreen = glm::vec2(screenResolution.Width / 2, screenResolution.Height / 2);
// TODO: check if player has enough ammo and if weapon has a cooldown or not
// Pick middle of screen
PickData pickData = m_Renderer->Pick(centerScreen);
if (pickData.Entity == EntityID_Invalid) {
return false;
}
EntityWrapper player(m_World, pickData.Entity);
// Only care about players being hit
if (!player.HasComponent("Player")) {
player = player.FirstParentWithComponent("Player");
}
if (!player.Valid()) {
return false;
}
// Check for friendly fire
EntityWrapper shooter = eShoot.Player;
if ((ComponentInfo::EnumType)player["Team"]["Team"] == (ComponentInfo::EnumType)shooter["Team"]["Team"]) {
return false;
}
// TODO: Weapon damage calculations etc
Events::PlayerDamage ePlayerDamage;
ePlayerDamage.Player = player;
ePlayerDamage.Damage = 100;
m_EventBroker->Publish(ePlayerDamage);
return true;
}