PickupSpawnSystem now spawns a new HealthPickup after the respawnTimer is up. Added HealthPickup.xml entity. Event PickupSpawned now gets published when a new HealthPickup spawns. Player now gains health as he picks up the HealthPickup.
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@@ -1 +1,51 @@
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#include "Systems/PickupSpawnSystem.h"
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PickupSpawnSystem::PickupSpawnSystem(World* m_World, EventBroker* eventBroker)
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: System(m_World, eventBroker)
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{
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EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &PickupSpawnSystem::OnTriggerTouch);
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}
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void PickupSpawnSystem::Update(double dt)
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{
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for (auto &healthPickupPosition : m_ETriggerTouchVector) {
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//set the double timer value (1)
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std::get<1>(healthPickupPosition) -= dt;
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if (std::get<1>(healthPickupPosition) < 0) {
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//spawn and delete the vector item
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auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/HealthPickup.xml");
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EntityFileParser parser(entityFile);
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EntityID healthPickupID = parser.MergeEntities(m_World);
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//let the world know a pickup has spawned (graphics effects, etc)
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Events::PickupSpawned ePickupSpawned;
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ePickupSpawned.PickupID = healthPickupID;
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ePickupSpawned.Pickup = EntityWrapper(m_World, healthPickupID);
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m_EventBroker->Publish(ePickupSpawned);
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//erase the current element (healthPickupPosition)
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m_ETriggerTouchVector.erase(std::remove(m_ETriggerTouchVector.begin(), m_ETriggerTouchVector.end(),healthPickupPosition), m_ETriggerTouchVector.end());
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break;
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}
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}
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}
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bool PickupSpawnSystem::OnTriggerTouch(Events::TriggerTouch& e)
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{
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if (!e.Trigger.HasComponent("HealthPickup")) {
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return false;
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}
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//personEntered = e.Entity, thingEntered = e.Trigger
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Events::PlayerHealthPickup ePlayerHealthPickup;
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ePlayerHealthPickup.HealthAmount = 30.0f;
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ePlayerHealthPickup.PlayerHealedID = e.Entity.ID;
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m_EventBroker->Publish(ePlayerHealthPickup);
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//copy the position to a vector -> respawntimer in ["HealthPickup"]["RespawnTimer"]
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m_ETriggerTouchVector.push_back(std::make_tuple((glm::vec3)e.Trigger["Transform"]["Position"], e.Trigger["HealthPickup"]["RespawnTimer"]));
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//delete the healthpickup
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m_World->DeleteEntity(e.Trigger.ID);
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return true;
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}
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