Started refactoring. Put player walk logic in a designated sound system.
This commit is contained in:
+5
-3
@@ -81,6 +81,7 @@ Game::Game(int argc, char* argv[])
|
||||
|
||||
// All systems with orderlevel 0 will be updated first.
|
||||
unsigned int updateOrderLevel = 0;
|
||||
m_SystemPipeline->AddSystem<SoundSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<RaptorCopterSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<ExplosionEffectSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<HealthSystem>(updateOrderLevel);
|
||||
@@ -91,6 +92,7 @@ Game::Game(int argc, char* argv[])
|
||||
m_SystemPipeline->AddSystem<WeaponSystem>(updateOrderLevel, m_Renderer);
|
||||
m_SystemPipeline->AddSystem<LifetimeSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<CapturePointSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<SoundSystem>(updateOrderLevel);
|
||||
// Populate Octree with collidables
|
||||
++updateOrderLevel;
|
||||
m_SystemPipeline->AddSystem<CollidableOctreeSystem>(updateOrderLevel, m_OctreeCollision, "Collidable");
|
||||
@@ -114,7 +116,7 @@ Game::Game(int argc, char* argv[])
|
||||
}
|
||||
|
||||
// Invoke sound system
|
||||
m_SoundSystem = new SoundSystem(m_World, m_EventBroker, m_Config->Get<bool>("Debug.EditorEnabled", false));
|
||||
//m_SoundManager = new SoundManager(m_World, m_EventBroker, m_Config->Get<bool>("Debug.EditorEnabled", false));
|
||||
|
||||
m_LastTime = glfwGetTime();
|
||||
}
|
||||
@@ -122,7 +124,7 @@ Game::Game(int argc, char* argv[])
|
||||
Game::~Game()
|
||||
{
|
||||
delete m_SystemPipeline;
|
||||
delete m_SoundSystem;
|
||||
//delete m_SoundManager;
|
||||
delete m_OctreeFrustrumCulling;
|
||||
delete m_OctreeCollision;
|
||||
delete m_OctreeTrigger;
|
||||
@@ -157,7 +159,7 @@ void Game::Tick()
|
||||
if (m_IsClientOrServer) {
|
||||
m_ClientOrServer->Update();
|
||||
}
|
||||
m_SoundSystem->Update(dt);
|
||||
//m_SoundManager->Update(dt);
|
||||
|
||||
// Iterate through systems and update world!
|
||||
m_EventBroker->Process<SystemPipeline>();
|
||||
|
||||
@@ -0,0 +1,73 @@
|
||||
#include "Game/Systems/SoundSystem.h"
|
||||
|
||||
SoundSystem::SoundSystem(World* world, EventBroker* eventbroker)
|
||||
: System(world, eventbroker)
|
||||
, PureSystem("SoundEmitter")
|
||||
, ImpureSystem()
|
||||
, SoundManager(world, eventbroker, true)
|
||||
{
|
||||
m_World = world;
|
||||
m_EventBroker = eventbroker;
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &SoundSystem::OnPlayerSpawned);
|
||||
}
|
||||
|
||||
void SoundSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cComponent, double dt)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void SoundSystem::Update(double dt)
|
||||
{
|
||||
SoundManager::Update(dt);
|
||||
playerStep(dt);
|
||||
}
|
||||
|
||||
void SoundSystem::playerStep(double dt)
|
||||
{
|
||||
if (!m_LocalPlayer.Valid()) {
|
||||
return;
|
||||
}
|
||||
if (m_LocalPlayer.ID == EntityID_Invalid) {
|
||||
return;
|
||||
}
|
||||
|
||||
m_TimeSinceLastFootstep += dt;
|
||||
glm::vec3 vel = (glm::vec3)m_World->GetComponent(m_LocalPlayer.ID, "Physics")["Velocity"];
|
||||
float playerSpeed = glm::length(vel);
|
||||
bool isAirborne = vel.y != 0;
|
||||
if (playerSpeed > 1 && !isAirborne) {
|
||||
// Player is walking
|
||||
if (m_TimeSinceLastFootstep * std::min<float>(playerSpeed, 2) > m_PlayerFootstepInterval) {
|
||||
// Create footstep sound
|
||||
Events::PlaySoundOnEntity e;
|
||||
e.EmitterID = createChildEmitter();
|
||||
if (m_LeftFoot) {
|
||||
e.FilePath = "Audio/footstep/footstep2.wav";
|
||||
} else {
|
||||
e.FilePath = "Audio/footstep/footstep3.wav";
|
||||
}
|
||||
m_LeftFoot = !m_LeftFoot;
|
||||
m_EventBroker->Publish(e);
|
||||
m_TimeSinceLastFootstep = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool SoundSystem::OnPlayerSpawned(const Events::PlayerSpawned &e)
|
||||
{
|
||||
if (e.PlayerID == -1) { // Local player
|
||||
m_World->AttachComponent(e.Player.ID, "Listener");
|
||||
m_LocalPlayer = e.Player;
|
||||
Events::PlaySoundOnEntity event;
|
||||
event.EmitterID = createChildEmitter();
|
||||
event.FilePath = "Audio/announcer/go.wav";
|
||||
m_EventBroker->Publish(event);
|
||||
// TEMP: starts bgm
|
||||
// {
|
||||
// Events::PlayBackgroundMusic ev;
|
||||
// ev.FilePath = "Audio/bgm/ambient.wav";
|
||||
// m_EventBroker->Publish(ev);
|
||||
// }
|
||||
}
|
||||
return true;
|
||||
}
|
||||
Reference in New Issue
Block a user