First person shoot animations
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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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@@ -0,0 +1,138 @@
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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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, PureSystem("Player")
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, m_SystemParams(params)
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, m_Renderer(renderer)
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, m_CollisionOctree(collisionOctree)
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{
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EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &WeaponSystem::OnInputCommand);
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EVENT_SUBSCRIBE_MEMBER(m_EShoot, &WeaponSystem::OnShoot);
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EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &WeaponSystem::OnPlayerSpawned);
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}
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void WeaponSystem::Update(double dt)
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{
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}
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void WeaponSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cPlayer, double dt)
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{
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// Update potential weapon behaviour for player
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auto it = m_ActiveWeapons.find(entity);
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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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bool WeaponSystem::OnInputCommand(Events::InputCommand& e)
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{
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EntityWrapper player = e.Player;
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if (e.PlayerID == -1) {
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player = LocalPlayer;
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}
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// Make sure player is alive
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if (!player.Valid()) {
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return false;
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}
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// Weapon selection
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if (e.Command == "SelectWeapon") {
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if (e.Value != 0) {
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//selectWeapon(player, static_cast<ComponentInfo::EnumType>(e.Value));
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}
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}
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// Fire
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if (e.Command == "PrimaryFire") {
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if (m_ActiveWeapons.find(player) != m_ActiveWeapons.end()) {
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auto weapon = m_ActiveWeapons.at(player);
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if (e.Value > 0) {
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weapon->Fire();
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} else {
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weapon->CeaseFire();
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}
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}
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}
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return true;
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}
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void WeaponSystem::selectWeapon(EntityWrapper player, ComponentInfo::EnumType slot)
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{
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// Primary
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if (slot == 1) {
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// TODO: if class...
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if (m_ActiveWeapons.count(player) == 0) {
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m_ActiveWeapons.insert(std::make_pair(player, std::make_shared<AssaultWeaponBehaviour>(m_SystemParams, m_CollisionOctree, player)));
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} else {
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//m_ActiveWeapons.erase(player);
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}
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}
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// Secondary
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if (slot == 2) {
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//m_ActiveWeapons[player] = std::make_shared<PistolWeaponBehaviour>();
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}
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}
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bool WeaponSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
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{
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// Select primary weapon on player spawn
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// TODO: Select the active one specified by player component
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return true;
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}
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bool WeaponSystem::OnShoot(Events::Shoot& eShoot)
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{
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if (!eShoot.Player.Valid()) {
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return false;
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}
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// Only run further picking code for the local player!
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if (eShoot.Player != LocalPlayer) {
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return false;
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}
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// Screen center, based on current resolution!
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// TODO: check if player has enough ammo and if weapon has a cooldown or not
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Rectangle screenResolution = m_Renderer->GetViewportSize();
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glm::vec2 centerScreen = glm::vec2(screenResolution.Width / 2, screenResolution.Height / 2);
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// TODO: check if player has enough ammo and if weapon has a cooldown or not
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// Pick middle of screen
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PickData pickData = m_Renderer->Pick(centerScreen);
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if (pickData.Entity == EntityID_Invalid) {
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return false;
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}
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EntityWrapper player(m_World, pickData.Entity);
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// Only care about players being hit
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if (!player.HasComponent("Player")) {
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player = player.FirstParentWithComponent("Player");
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}
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if (!player.Valid()) {
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return false;
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}
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// Check for friendly fire
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EntityWrapper shooter = eShoot.Player;
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if ((ComponentInfo::EnumType)player["Team"]["Team"] == (ComponentInfo::EnumType)shooter["Team"]["Team"]) {
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return false;
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}
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// TODO: Weapon damage calculations etc
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Events::PlayerDamage ePlayerDamage;
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ePlayerDamage.Player = player;
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ePlayerDamage.Damage = 100;
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m_EventBroker->Publish(ePlayerDamage);
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return true;
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}
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