Started refactoring. Put player walk logic in a designated sound system.

This commit is contained in:
stiffly
2016-02-05 16:39:23 +01:00
parent 3e2afd7bf2
commit fbdaf92953
7 changed files with 281 additions and 216 deletions
+73
View File
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#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;
}