PlayerMovementSystem now only updates the velocity of the local player, as it should

This commit is contained in:
2016-02-09 16:08:06 +01:00
parent c69a80f5ba
commit e69864680d
2 changed files with 16 additions and 8 deletions
+13 -6
View File
@@ -2,7 +2,6 @@
PlayerMovementSystem::PlayerMovementSystem(SystemParams params)
: System(params)
, PureSystem("Player")
{
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &PlayerMovementSystem::OnPlayerSpawned);
}
@@ -15,6 +14,12 @@ PlayerMovementSystem::~PlayerMovementSystem()
}
void PlayerMovementSystem::Update(double dt)
{
updateMovementControllers(dt);
updateVelocity(dt);
}
void PlayerMovementSystem::updateMovementControllers(double dt)
{
for (auto& kv : m_PlayerInputControllers) {
EntityWrapper player = kv.first;
@@ -135,14 +140,16 @@ void PlayerMovementSystem::Update(double dt)
}
}
void PlayerMovementSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt)
void PlayerMovementSystem::updateVelocity(double dt)
{
ComponentWrapper& cTransform = entity["Transform"];
if (!entity.HasComponent("Physics")) {
// Only apply velocity to local player
if (!LocalPlayer.Valid()) {
return;
}
ComponentWrapper& cPhysics = entity["Physics"];
ComponentWrapper& cTransform = LocalPlayer["Transform"];
ComponentWrapper& cPhysics = LocalPlayer["Physics"];
glm::vec3& velocity = cPhysics["Velocity"];
// Ground friction
@@ -159,6 +166,7 @@ void PlayerMovementSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapp
velocity.z *= multiplier;
}
// Gravity
if (cPhysics["Gravity"]) {
velocity.y -= 9.82f * (float)dt;
}
@@ -171,6 +179,5 @@ bool PlayerMovementSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
{
// When a player spawns, create an input controller for them
m_PlayerInputControllers[e.Player] = new FirstPersonInputController<PlayerMovementSystem>(m_EventBroker, e.PlayerID);
return true;
}