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247 changed files with 13481 additions and 60685 deletions
+1 -1
Submodule assets updated: 3af64d8b1f...c82b5716d9
+2 -3
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@@ -10,9 +10,8 @@ namespace Events
struct PlayerDeath : Event
{
//KilledBy,KilledByWhat is optional for now. It might be used later in the playerlog-system
EntityWrapper Player = EntityWrapper::Invalid;
EntityWrapper Killer = EntityWrapper::Invalid;
std::string KilledByWhat = "";
EntityWrapper Player;
std::string KilledByWhat;
};
}
+1 -2
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@@ -23,13 +23,12 @@ struct EntityWrapper
static const EntityWrapper Invalid;
const std::string Name() const;
const std::string Name();
bool HasComponent(const std::string& componentType);
void AttachComponent(const char* componentName);
EntityWrapper Parent();
EntityWrapper FirstParentByName(const std::string& parentEntityName);
EntityWrapper FirstChildByName(const std::string& name);
EntityWrapper FirstLevelChildByName(const std::string& name);
EntityWrapper FirstParentWithComponent(const std::string& componentType);
EntityWrapper Clone(EntityWrapper parent = EntityWrapper::Invalid);
std::vector<EntityWrapper> ChildrenWithComponent(const std::string& componentType);
+1 -1
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@@ -68,7 +68,7 @@ protected:
const std::string m_ComponentType;
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& scoreScreen, double dt) = 0;
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) = 0;
};
class ImpureSystem : public virtual System
@@ -12,8 +12,8 @@ template <typename EventContext>
class EditorCameraInputController : public FirstPersonInputController<EventContext>
{
public:
EditorCameraInputController(EventBroker* eventBroker, unsigned int playerID, EntityWrapper playerEntity)
: FirstPersonInputController(eventBroker, playerID, playerEntity)
EditorCameraInputController(EventBroker* eventBroker, unsigned int playerID)
: FirstPersonInputController(eventBroker, playerID)
{
EVENT_SUBSCRIBE_MEMBER(m_EMousePress, &EditorCameraInputController::OnMousePress);
EVENT_SUBSCRIBE_MEMBER(m_EMouseRelease, &EditorCameraInputController::OnMouseRelease);
@@ -1,19 +1,15 @@
#ifndef MainMenuSystem_h__
#define MainMenuSystem_h__
#include "Core/System.h"
#include "Rendering/IRenderer.h"
#include "Core/ResourceManager.h"
#include "Core/Event.h"
#include "Systems/SpawnerSystem.h"
#include "../Core/System.h"
#include "../Rendering/IRenderer.h"
#include "../Core/ResourceManager.h"
#include "../Core/Event.h"
#include "GUI/EButtonClicked.h"
#include "GUI/EButtonPressed.h"
#include "GUI/EButtonReleased.h"
#include "Input/EInputCommand.h"
#include "Network/ESearchForServers.h"
#include "Network/EConnectRequest.h"
#include "EButtonClicked.h"
#include "EButtonPressed.h"
#include "EButtonReleased.h"
class MainMenuSystem : public ImpureSystem
@@ -31,11 +27,6 @@ private:
bool OnButtonRelease(const Events::ButtonReleased& e);
EventRelay<MainMenuSystem, Events::ButtonPressed> m_EPressed;
bool OnButtonPress(const Events::ButtonPressed& e);
EventRelay<MainMenuSystem, Events::InputCommand> m_EInputCommand;
bool OnInputCommand(const Events::InputCommand& e);
std::string m_CurrentCommand = "";
EntityWrapper m_OpenSubMenu = EntityWrapper::Invalid;
};
+14 -178
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@@ -6,14 +6,12 @@
#include "../Core/ELockMouse.h"
#include "../Game/Events/EDashAbility.h"
#include "InputHandler.h"
#include "Rendering/EAutoAnimationBlend.h"
#include "Rendering/ESetBlendWeight.h"
template <typename EventContext>
class FirstPersonInputController : public InputController<EventContext>
{
public:
FirstPersonInputController(EventBroker* eventBroker, int playerID, EntityWrapper playerEntity);
FirstPersonInputController(EventBroker* eventBroker, int playerID);
virtual const glm::vec3 Movement() const { return m_Movement; }
virtual const glm::vec3 Rotation() const { return m_Rotation; }
@@ -36,8 +34,6 @@ public:
protected:
const int m_PlayerID;
EntityWrapper m_PlayerEntity;
bool m_MouseLocked = false;
glm::vec3 m_Rotation;
glm::vec3 m_Movement;
@@ -46,6 +42,7 @@ protected:
bool m_Crouching = false;
//assault dash membervariables - needed to calculate the doubletap- and dashlogic
double m_AssaultDashDoubleTapDeltaTime = 0.0;
double m_DashEffectResetTimer = 0.0;
//i will let m_AssaultDashDoubleTapSensitivityTimer stay hardcoded, its not really a gamevariable (more an inputvariable),
//and its very unlikely that someone wants to change that value
const float m_AssaultDashDoubleTapSensitivityTimer = 0.25f;
@@ -68,10 +65,9 @@ protected:
};
template <typename EventContext>
FirstPersonInputController<EventContext>::FirstPersonInputController(EventBroker* eventBroker, int playerID, EntityWrapper playerEntity)
FirstPersonInputController<EventContext>::FirstPersonInputController(EventBroker* eventBroker, int playerID)
: InputController(eventBroker)
, m_PlayerID(playerID)
, m_PlayerEntity(playerEntity)
{
EVENT_SUBSCRIBE_MEMBER(m_ELockMouse, &FirstPersonInputController::OnLockMouse);
EVENT_SUBSCRIBE_MEMBER(m_EUnlockMouse, &FirstPersonInputController::OnUnlockMouse);
@@ -110,6 +106,7 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
if (e.Command == "Pitch") {
float val = glm::radians(e.Value);
m_Rotation.x += -val;
//m_Rotation.x = glm::clamp(m_Rotation.x, -glm::half_pi<float>(), glm::half_pi<float>());
}
if (e.Command == "Yaw") {
@@ -121,155 +118,16 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
if (e.Command == "Forward") {
float val = glm::clamp(e.Value, -1.f, 1.f);
m_Movement.z = -val;
//Animation
if (m_PlayerEntity.Valid()) {
EntityWrapper playerModel = m_PlayerEntity.FirstChildByName("PlayerModel");
if (playerModel.Valid()) {
if (val > 0) { // Walk/Run
Events::AutoAnimationBlend aeb;
aeb.Duration = 0.1;
if (m_Crouching) {
aeb.NodeName = "Walk";
} else {
aeb.NodeName = "Run";
}
aeb.RootNode = playerModel;
aeb.Start = true;
aeb.SingleLevelBlend = true;
m_EventBroker->Publish(aeb);
} else if (val < 0) { // Walk/run Backwards
Events::AutoAnimationBlend aeb;
aeb.Duration = 0.1;
if (m_Crouching) {
aeb.NodeName = "Walk";
} else {
aeb.NodeName = "Run";
}
aeb.RootNode = playerModel;
aeb.Start = true;
aeb.SingleLevelBlend = true;
aeb.Reverse = true;
m_EventBroker->Publish(aeb);
}
}
EntityWrapper firstPersonModel = m_PlayerEntity.FirstChildByName("Hands");
if (firstPersonModel.Valid()) {
if (val > 0) { // Walk/Run
if (!m_Crouching) {
Events::AutoAnimationBlend aeb;
aeb.Duration = 0.1;
aeb.NodeName = "Run";
aeb.RootNode = firstPersonModel;
aeb.Start = true;
m_EventBroker->Publish(aeb);
}
} else if (val < 0) { // Walk/run Backwards
if (!m_Crouching) {
Events::AutoAnimationBlend aeb;
aeb.Duration = 0.1;
aeb.NodeName = "Run";
aeb.RootNode = firstPersonModel;
aeb.Start = true;
aeb.Reverse = true;
m_EventBroker->Publish(aeb);
}
}
}
}
}
if (e.Command == "Right") {
float val = glm::clamp(e.Value, -1.f, 1.f);
m_Movement.x = val;
//Animation
if (m_PlayerEntity.Valid()) {
EntityWrapper playerModel = m_PlayerEntity.FirstChildByName("PlayerModel");
if (playerModel.Valid()) { //Right Strafe
if (val > 0) {
Events::AutoAnimationBlend aeb;
aeb.Duration = 0.1;
aeb.NodeName = "Right";
aeb.RootNode = playerModel;
aeb.SingleLevelBlend = true;
aeb.Start = true;
m_EventBroker->Publish(aeb);
} else if (val < 0) { //LeftStrafe
Events::AutoAnimationBlend aeb;
aeb.Duration = 0.1;
aeb.NodeName = "Left";
aeb.RootNode = playerModel;
aeb.SingleLevelBlend = true;
aeb.Start = true;
m_EventBroker->Publish(aeb);
}
}
}
}
if (glm::length2(m_Movement) > 0) {
m_Movement = glm::normalize(m_Movement);
}
}
//Animation
if (glm::length2(m_Movement) < 0.25f) {
//Blend to Idle
if (m_PlayerEntity.Valid()) {
EntityWrapper playerModel = m_PlayerEntity.FirstChildByName("PlayerModel");
if (playerModel.Valid()) {
Events::AutoAnimationBlend aeb;
aeb.Duration = 0.1;
aeb.NodeName = "Idle";
aeb.RootNode = playerModel;
aeb.Start = true;
m_EventBroker->Publish(aeb);
}
EntityWrapper firstPersonModel = m_PlayerEntity.FirstChildByName("Hands");
if (firstPersonModel.Valid()) {
Events::AutoAnimationBlend aeb;
aeb.Duration = 0.1;
aeb.NodeName = "Idle";
aeb.RootNode = firstPersonModel;
aeb.Start = true;
m_EventBroker->Publish(aeb);
}
}
} else {
//Blend to movement
if (m_PlayerEntity.Valid()) {
EntityWrapper playerModel = m_PlayerEntity.FirstChildByName("PlayerModel");
if (playerModel.Valid()) {
Events::AutoAnimationBlend aeb;
aeb.Duration = 0.1;
aeb.NodeName = "DirectionBlend";
aeb.RootNode = playerModel;
m_EventBroker->Publish(aeb);
}
}
}
if (glm::length2(m_Movement) > 0) {
m_Movement = glm::normalize(m_Movement);
//Animation
// movement direction blend
if (m_PlayerEntity.Valid()) {
EntityWrapper playerModel = m_PlayerEntity.FirstChildByName("PlayerModel");
if (playerModel.Valid()) {
glm::vec2 direction = glm::normalize(glm::vec2(m_Movement.x, m_Movement.z));
double weight = glm::abs(glm::dot(glm::vec2(1, 0), direction));
Events::SetBlendWeight sbw;
sbw.NodeName = "DirectionBlend";
sbw.Weight = weight;
sbw.RootNode = playerModel;
m_EventBroker->Publish(sbw);
}
}
}
if (e.Command == "Forward" || e.Command == "Right") {
if (e.Value != 0) {
m_CurrentDirectionVector = e.Command == "Right" ? (e.Value > 0 ? "Right" : "Left") : (e.Value > 0 ? "Forward" : "Backward");
@@ -301,34 +159,6 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
if (e.Command == "Crouch") {
m_Crouching = e.Value > 0;
//Animation
if (m_PlayerEntity.Valid()) {
EntityWrapper playerModel = m_PlayerEntity.FirstChildByName("PlayerModel");
if (playerModel.Valid()) {
if (e.Value == 0.f) {
Events::AutoAnimationBlend aeb;
aeb.Duration = 0.3;
aeb.NodeName = "StandMovement";
aeb.RootNode = playerModel;
aeb.Start = true;
aeb.Restart = true;
aeb.SingleLevelBlend = true;
m_EventBroker->Publish(aeb);
} else if(e.Value == 1.0f) {
Events::AutoAnimationBlend aeb;
aeb.Duration = 0.3;
aeb.NodeName = "CrouchMovement";
aeb.RootNode = playerModel;
aeb.Start = true;
aeb.Restart = true;
aeb.SingleLevelBlend = true;
m_EventBroker->Publish(aeb);
}
}
}
}
if (e.Command == "SpecialAbility") {
@@ -357,10 +187,17 @@ bool FirstPersonInputController<EventContext>::OnLockMouse(const Events::LockMou
template <typename EventContext>
void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool isJumping, double assaultDashCoolDownMaxTimer, double& assaultDashCoolDownTimer, EntityID playerID) {
m_AssaultDashDoubleTapDeltaTime += dt;
m_DashEffectResetTimer += dt;
assaultDashCoolDownTimer -= dt;
//cooldown = assaultDashCoolDownMaxTimer sec, pretend the dash lasts 0.25 sec (for friction to do its work)
if (assaultDashCoolDownTimer > (assaultDashCoolDownMaxTimer - 0.25f)) {
m_PlayerIsDashing = true;
if (m_DashEffectResetTimer > 0.05) {
Events::DashAbility e;
e.Player = playerID;
m_EventBroker->Publish(e);
m_DashEffectResetTimer = 0.0;
}
} else {
m_PlayerIsDashing = false;
}
@@ -372,7 +209,6 @@ void FirstPersonInputController<EventContext>::AssaultDashCheck(double dt, bool
assaultDashCoolDownTimer = assaultDashCoolDownMaxTimer;
m_AssaultDashDoubleTapped = true;
m_AssaultDashDoubleTapDeltaTime = 0.f;
Events::DashAbility e;
e.Player = playerID;
m_EventBroker->Publish(e);
+1 -1
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@@ -18,7 +18,7 @@ public:
void LoadBindings(std::string file);
void Update(double dt);
void Process(bool suppressNewEvents = false);
void Process();
template <typename T>
void AddHandler();
void Publish(const Events::InputCommand& e);
+14 -8
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@@ -17,7 +17,6 @@
#include "Network/TCPClient.h"
#include "Network/SnapshotDefinitions.h"
#include "Core/World.h"
#include "Core/EntityFile.h"
#include "Core/EventBroker.h"
#include "Core/ConfigFile.h"
#include "Core/EPlayerDeath.h"
@@ -30,8 +29,19 @@
#include "Core/EAmmoPickup.h"
#include "Network/ESearchForServers.h"
#include "../Game/Events/EDashAbility.h"
#include "Network/EDisplayServerlist.h"
#include "Network/EConnectRequest.h"
struct ServerInfo
{
ServerInfo(std::string a, int b, std::string c, int d)
{
Address = a; Port = b; Name = c; PlayersConnected = d;
}
std::string Address = "";
int Port = 0;
std::string Name = "";
int PlayersConnected = 0;
};
class Client : public Network
{
public:
@@ -42,7 +52,7 @@ public:
void Connect(std::string address, int port);
void Update() override;
private:
//UDPClient m_Unreliable;
UDPClient m_Unreliable;
TCPClient m_Reliable;
std::vector<Events::PlayerSpawned> m_PlayerSpawnEvents;
void parseSpawnEvents();
@@ -109,8 +119,6 @@ private:
void sendLocalPlayerTransform();
void becomePlayer();
void displayServerlist();
void removeWorld();
void createMainMenu();
// Mapping Logic
// Returns if local EntityID exist in map
bool clientServerMapsHasEntity(EntityID clientEntityID);
@@ -131,8 +139,6 @@ private:
bool OnDoubleJump(Events::DoubleJump & e);
EventRelay<Client, Events::DashAbility> m_EDashAbility;
bool OnDashAbility(const Events::DashAbility& e);
EventRelay<Client, Events::ConnectRequest> m_EConnectRequest;
bool OnConnectRequest(const Events::ConnectRequest& e);
bool OnSearchForServers(const Events::SearchForServers& e);
UDPClient m_ServerlistRequest;
-17
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@@ -1,17 +0,0 @@
#ifndef Events_ConnectRequest_h__
#define Events_ConnectRequest_h__
#include "Core/EventBroker.h"
namespace Events
{
struct ConnectRequest : public Event
{
std::string IP = "";
int Port = 0;
};
}
#endif
@@ -1,29 +0,0 @@
#ifndef Events_DisplayServerlist_h__
#define Events_DisplayServerlist_h__
#include <string>
#include <vector>
#include "Core/Event.h"
struct ServerInfo
{
ServerInfo(std::string address, int port, std::string name, int players)
{
Address = address; Port = port; Name = name; PlayersConnected = players;
}
std::string Address = "";
int Port = 0;
std::string Name = "";
int PlayersConnected = 0;
};
namespace Events
{
struct DisplayServerlist : public Event
{
std::vector<ServerInfo> Serverlist;
};
}
#endif
-19
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@@ -1,19 +0,0 @@
#ifndef Events_KillDeath_h__
#define Events_KillDeath_h__
#include "Core/EventBroker.h"
typedef unsigned int PlayerID;
namespace Events
{
struct KillDeath : public Event
{
PlayerID Casualty = -1;
PlayerID Killer = -1;
};
}
#endif
-17
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@@ -1,17 +0,0 @@
#ifndef Events_PlayerConnected
#define Events_PlayerConnected
#include "Core/EventBroker.h"
namespace Events
{
struct PlayerConnected : public Event
{
std::string PlayerName = "";
int PlayerID = -1;
};
}
#endif // !Events_PlayerConnected
+1 -1
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@@ -11,7 +11,7 @@ class NetworkClient
public:
NetworkClient();
virtual ~NetworkClient();
virtual bool Connect(std::string playerName, std::string address, int port) = 0;
virtual void Connect(std::string playerName, std::string address, int port) = 0;
virtual void Disconnect() = 0;
virtual void Receive(Packet& packet) = 0;
virtual void Send(Packet & packet) = 0;
+2 -9
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@@ -21,9 +21,6 @@
#include "Core/EEntityDeleted.h"
#include "Core/EComponentDeleted.h"
#include "Core/EAmmoPickup.h"
#include "Core/EPlayerDeath.h"
#include "Network/EPlayerConnected.h"
#include "Network/EKillDeath.h"
class Server : public Network
{
@@ -36,7 +33,7 @@ public:
private:
// Network channels
TCPServer m_Reliable;
//UDPServer m_Unreliable;
UDPServer m_Unreliable;
UDPServer m_ServerlistRequest;
// dont forget to set these in the childrens receive logic
boost::asio::ip::address m_Address;
@@ -60,7 +57,6 @@ private:
std::vector<Events::InputCommand> m_InputCommandsToBroadcast;
//Timers
std::clock_t m_StartPingTime;
std::string m_ServerName = "";
// Packet loss logic
PacketID m_PacketID = 0;
@@ -81,8 +77,7 @@ private:
void parseOnPlayerDamage(Packet& packet);
void identifyPacketLoss();
void kick(PlayerID player);
PlayerID getPlayerIDFromEndpoint();
PlayerID getPlayerIDFromEntityID(EntityID entityID);
PlayerID GetPlayerIDFromEndpoint();
void parsePlayerTransform(Packet& packet);
void parseOnInputCommand(Packet& packet);
void parseClientPing();
@@ -108,8 +103,6 @@ private:
bool OnPlayerDamage(const Events::PlayerDamage& e);
EventRelay<Server, Events::AmmoPickup> m_EAmmoPickup;
bool OnAmmoPickup(const Events::AmmoPickup& e);
EventRelay<Server, Events::PlayerDeath> m_EPlayerDeath;
bool OnPlayerDeath(const Events::PlayerDeath& e);
};
#endif
+1 -1
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@@ -10,7 +10,7 @@ public:
TCPClient();
~TCPClient();
bool Connect(std::string playerName, std::string address, int port);
void Connect(std::string playerName, std::string address, int port);
void Disconnect();
void Receive(Packet& packet);
void Send(Packet & packet);
+1 -1
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@@ -10,7 +10,7 @@ public:
UDPClient();
~UDPClient();
bool Connect(std::string playerName, std::string address, int port);
void Connect(std::string playerName, std::string address, int port);
void Disconnect();
void Receive(Packet& packet);
void Send(Packet & packet);
+13 -27
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@@ -3,41 +3,27 @@
#include "GLM.h"
#include "../Common.h"
#include "../Core/System.h"
#include "../Core/ResourceManager.h"
#include "Common.h"
#include "Core/System.h"
#include "Core/ResourceManager.h"
#include "Rendering/Model.h"
#include "Rendering/EAnimationComplete.h"
#include "Rendering/Skeleton.h"
#include "Rendering/BlendTree.h"
#include "Rendering/EAutoAnimationBlend.h"
#include "../Core/EntityWrapper.h"
#include "Rendering/AutoBlendQueue.h"
#include "../Input/EInputCommand.h"
#include "../Core/EEntityDeleted.h"
#include "Rendering/ESetBlendWeight.h"
#include "imgui/imgui.h"
#include <imgui/imgui.h>
class AnimationSystem : public ImpureSystem
class AnimationSystem : public PureSystem
{
public:
AnimationSystem(SystemParams params);
AnimationSystem(SystemParams params)
: System(params)
, PureSystem("Animation")
{
}
~AnimationSystem() { }
virtual void Update(double dt) override;
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& animationComponent, double dt) override;
private:
void CreateBlendTrees();
void UpdateAnimations(double dt);
void UpdateWeights(double dt);
EventRelay<AnimationSystem, Events::AutoAnimationBlend> m_EAutoAnimationBlend;
bool OnAutoAnimationBlend(Events::AutoAnimationBlend& e);
EventRelay<AnimationSystem, Events::EntityDeleted> m_EEntityDeleted;
bool OnEntityDeleted(Events::EntityDeleted& e);
EventRelay<AnimationSystem, Events::SetBlendWeight> m_ESetBlendWeight;
bool OnSetBlendWeight(Events::SetBlendWeight& e);
std::unordered_map<EntityWrapper, AutoBlendQueue> m_AutoBlendQueues;
};
#endif
-48
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@@ -1,48 +0,0 @@
#ifndef AutoBlendQueue_h__
#define AutoBlendQueue_h__
#include "../Core/ResourceManager.h"
#include "Skeleton.h"
#include "Model.h"
#include "BlendTree.h"
#include "../Core/EntityWrapper.h"
class AutoBlendQueue
{
public:
struct AutoBlendJob
{
EntityWrapper RootNode = EntityWrapper::Invalid;
double Duration;
double CurrentTime = 0.0;
double Delay = 0.0;
EntityWrapper AnimationEntity = EntityWrapper::Invalid;
BlendTree::AutoBlendInfo BlendInfo;
};
struct AutoblendNode
{
AutoBlendJob BlendJob;
double StartTime;
double EndTime;
};
AutoBlendQueue() { };
void Insert(AutoBlendJob autoBlendJob);
void UpdateTime(double dt);
void PrintQueue();
bool HasActiveBlendJob();
std::shared_ptr<BlendTree> GetBlendTree();
AutoBlendQueue::AutoBlendJob& GetActiveBlendJob();
bool Empty() { return m_BlendQueue.empty(); }
private:
std::list<AutoblendNode> m_BlendQueue;
};
#endif
-104
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@@ -1,104 +0,0 @@
#ifndef BlendTree_h__
#define BlendTree_h__
#include "Common.h"
#include "../GLM.h"
#include "Skeleton.h"
#include "../Core/EntityWrapper.h"
#include "../Core/World.h"
#include <stack>
class BlendTree
{
public:
enum class NodeType
{
Additive,
Blend,
Override,
Animation,
};
struct Node
{
std::string Name;
EntityWrapper Entity;
Node* Parent = nullptr;
Node* Child[2] = { nullptr, nullptr };
NodeType Type;
std::map<int, Skeleton::PoseData> Pose;
bool SubTreeRoot = false;
double Weight = 0.0;
Node* Next() {
Node* next = this;
if (next->Child[1] == nullptr) {
// Node has no right child
next = this;
while (next->Parent != nullptr && next == next->Parent->Child[1]) {
next = next->Parent;
}
next = next->Parent;
} else {
// Find the leftmost node in the right subtree
next = next->Child[1];
while (next->Child[0] != nullptr) {
next = next->Child[0];
}
}
return next;
}
};
struct AutoBlendInfo
{
std::string NodeName;
double progress;
bool Start;
bool SingleBlend;
double Weight;
std::unordered_map<EntityWrapper, double> StartWeights;
};
BlendTree(EntityWrapper ModelEntity, Skeleton* skeleton);
~BlendTree();
std::vector<glm::mat4> GetFinalPose() { return m_FinalPose; }
glm::mat4 GetBoneTransform(int boneID);
bool IsValid() { return (m_Root == nullptr ? false : true); }
void PrintTree();
BlendTree::AutoBlendInfo AutoBlendStep(AutoBlendInfo blendInfo);
BlendTree::Node* GetCommonParent(std::string NodeName1, std::string NodeName2);
BlendTree::Node* FirstCommonParent(Node* node1, Node* node2);
EntityWrapper GetSubTreeRoot(std::string nodeName);
std::vector<EntityWrapper> GetSingleLevelRoots(std::string name);
std::vector<EntityWrapper> GetEntitesByName(std::string name);
void SetWeightByName(std::string name, double weight);
private:
Skeleton* m_Skeleton = nullptr;
Node* m_Root = nullptr;
std::vector<glm::mat4> m_FinalPose;
std::map<int, glm::mat4> m_FinalBoneTransforms;
std::vector<BlendTree::Node*> FindNodesByName(std::string name);
std::vector<glm::mat4> AccumulateFinalPose();
BlendTree::Node* FillTreeByName(Node* parentNode, std::string name, EntityWrapper parentEntity);
void Blend(std::map<int, Skeleton::PoseData>& pose);
};
#endif
-70
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@@ -1,70 +0,0 @@
#ifndef BlurHUD_h__
#define BlurHUD_h__
#include "IRenderer.h"
#include "DrawBloomPassState.h"
//#include "LightCullingPass.h" Finalpass om den skall skickas in
#include "FrameBuffer.h"
#include "ShaderProgram.h"
//#include "Util/UnorderedMapVec2.h"
#include "Texture.h"
class BlurHUD
{
public:
BlurHUD(IRenderer* renderer);
~BlurHUD() { }
void InitializeTextures();
void InitializeFrameBuffers();
void InitializeShaderPrograms();
void InitializeBuffers();
void ClearBuffer();
void FillGaussianBuffer(FrameBuffer* fb);
GLuint Draw(GLuint texture, RenderScene& scene);
void OnWindowResize();
void FillStencil(RenderScene& scene);
GLuint CombineTextures(GLuint texture1, GLuint texture2);
//Getters
//Return the blurred result of the texture that was sent into draw
GLuint GaussianTexture() const {
if (m_Quality == 0) {
return m_BlackTexture->m_Texture;
} else {
return m_GaussianTexture_vert;
}
}
private:
Texture* m_BlackTexture;
Model* m_ScreenQuad;
const IRenderer* m_Renderer;
ConfigFile* m_Config;
//const LightCullingPass* m_LightCullingPass
int m_Iterations = 3;
int m_Quality = 0;
float m_BlurQuality = 4.f;
GLuint m_GaussianTexture_horiz = 0;
GLuint m_GaussianTexture_vert = 0;
GLuint m_DepthStencil_horiz = 0;
GLuint m_DepthStencil_vert = 0;
GLuint m_CombinedTexture = 0;
FrameBuffer m_GaussianFrameBuffer_horiz;
FrameBuffer m_GaussianFrameBuffer_vert;
FrameBuffer m_CombinedTextureBuffer;
ShaderProgram* m_GaussianProgram_horiz;
ShaderProgram* m_GaussianProgram_vert;
ShaderProgram* m_FillDepthStencilProgram;
ShaderProgram* m_CombineTexturesProgram;
};
#endif
@@ -8,7 +8,6 @@
#include "Core/ResourceManager.h"
#include "Rendering/Model.h"
#include "Rendering/Skeleton.h"
#include "Rendering/BlendTree.h"
//Needs to be a higher orderlevel than AnimationSystem
class BoneAttachmentSystem : public PureSystem
+1 -1
View File
@@ -15,7 +15,7 @@ public:
void GenerateCubeMapTexture();
//GLuint CubeMapTexture() const { return m_CubeMapTexture; }
GLuint m_CubeMapTexture = 0;
GLuint m_CubeMapTexture = -1;
private:
IRenderer* m_Renderer;
+1 -1
View File
@@ -13,7 +13,7 @@ class DrawBloomPass
{
public:
DrawBloomPass(IRenderer* renderer, ConfigFile* config);
~DrawBloomPass();
~DrawBloomPass() { }
void InitializeTextures();
void InitializeFrameBuffers();
void InitializeShaderPrograms();
+8 -17
View File
@@ -11,18 +11,16 @@
#include "Util/UnorderedMapVec2.h"
#include "Util/CommonFunctions.h"
#include "Texture.h"
#include "ShadowPass.h"
#include "BlurHUD.h"
class DrawFinalPass
{
public:
DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass, ShadowPass* shadowPass);
~DrawFinalPass();
DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass);
~DrawFinalPass() { }
void InitializeTextures();
void InitializeFrameBuffers();
void InitializeShaderPrograms();
void Draw(RenderScene& scene, BlurHUD* blurHUDPass);
void Draw(RenderScene& scene);
void ClearBuffer();
void OnWindowResize();
@@ -30,10 +28,6 @@ public:
GLuint BloomTexture() const { return m_BloomTexture; }
//Return the texture with diffuse and lighting of the scene.
GLuint SceneTexture() const { return m_SceneTexture; }
//Return the SceneTexture with the blurred HUD bits.
GLuint CombinedSceneTexture() const { return m_CombinedTexture; }
//Return the blurred scene texture.
GLuint FullBlurredTexture() const { return m_FullBlurredTexture; }
//Return the framebuffer used in the scene rendering stage.
FrameBuffer* FinalPassFrameBuffer() { return &m_FinalPassFrameBuffer; }
@@ -58,13 +52,11 @@ private:
FrameBuffer m_FinalPassFrameBuffer;
FrameBuffer m_ShieldDepthFrameBuffer;
GLuint m_BloomTexture = 0;
GLuint m_SceneTexture = 0;
GLuint m_DepthBuffer = 0;
GLuint m_ShieldBuffer = 0;
GLuint m_CubeMapTexture = 0;
GLuint m_FullBlurredTexture;
GLuint m_CombinedTexture; //This can be removed for less memory usage, just set m_sceneTexture to the return from m_BlurHUDPass.CombineTextures
GLuint m_BloomTexture;
GLuint m_SceneTexture;
GLuint m_DepthBuffer;
GLuint m_ShieldBuffer;
GLuint m_CubeMapTexture;
//maqke this component based i guess?
GLuint m_ShieldPixelRate = 16;
@@ -73,7 +65,6 @@ private:
const LightCullingPass* m_LightCullingPass;
const CubeMapPass* m_CubeMapPass;
const SSAOPass* m_SSAOPass;
const ShadowPass* m_ShadowPass;
ShaderProgram* m_ForwardPlusProgram;
ShaderProgram* m_ExplosionEffectProgram;
@@ -1,28 +0,0 @@
#ifndef Events_AutoAnimationBlend_h__
#define Events_AutoAnimationBlend_h__
#include "../Core/EventBroker.h"
#include "../Core/EntityWrapper.h"
namespace Events
{
struct AutoAnimationBlend : Event
{
EntityWrapper RootNode = EntityWrapper::Invalid;
std::string NodeName;
double Duration = 0.0;
double Delay = 0.0;
bool Start = false;
bool Reverse = false;
bool Restart = false;
bool SingleLevelBlend = false;
double Weight = -1.0;
EntityWrapper AnimationEntity = EntityWrapper::Invalid;
};
}
#endif
@@ -1,20 +0,0 @@
#ifndef Events_SetBlendWeight_h__
#define Events_SetBlendWeight_h__
#include "../Core/EventBroker.h"
#include "../Core/EntityWrapper.h"
namespace Events
{
//Sets the blend weight for all nodes with "NodeName"
struct SetBlendWeight : Event
{
EntityWrapper RootNode = EntityWrapper::Invalid;
std::string NodeName;
double Weight;
};
}
#endif
@@ -15,8 +15,8 @@
struct ExplosionEffectJob : ModelJob
{
ExplosionEffectJob(ComponentWrapper explosionEffectComponent, ::Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matGroup, ComponentWrapper modelComponent, ::World* world, glm::vec4 fillColor, float fillPercentage, bool isShielded, bool shadow)
: ModelJob(model, camera, matrix, matGroup, modelComponent, world, fillColor, fillPercentage, isShielded, shadow)
ExplosionEffectJob(ComponentWrapper explosionEffectComponent, ::Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matGroup, ComponentWrapper modelComponent, ::World* world, glm::vec4 fillColor, float fillPercentage, bool isShielded)
: ModelJob(model, camera, matrix, matGroup, modelComponent, world, fillColor, fillPercentage, isShielded)
{
ExplosionOrigin = (glm::vec3)explosionEffectComponent["ExplosionOrigin"];
TimeSinceDeath = (double)explosionEffectComponent["TimeSinceDeath"];
@@ -27,8 +27,6 @@ struct ExplosionEffectJob : ModelJob
Velocity = (glm::vec2)explosionEffectComponent["Velocity"];
ColorByDistance = (bool)explosionEffectComponent["ColorByDistance"];
ExponentialAccelaration = (bool)explosionEffectComponent["ExponentialAccelaration"];
Reverse = (bool)explosionEffectComponent["Reverse"];
ColorDistanceScalar = (double)explosionEffectComponent["ColorDistanceScalar"];
};
glm::vec3 ExplosionOrigin;
@@ -40,14 +38,12 @@ struct ExplosionEffectJob : ModelJob
glm::vec4 EndColor;
bool Randomness = false;
double RandomnessScalar = 1.f;
float RandomnessScalar = 1.f;
glm::vec2 Velocity;
bool ColorByDistance = false;
//bool ReverseAnimation = false;
//bool Wireframe = false;
bool ExponentialAccelaration = false;
bool Reverse = false;
double ColorDistanceScalar = 1.f;
std::array<float, 50> RandomNumbers = {
0.3257552917701f,
-10
View File
@@ -43,16 +43,6 @@ public:
~RenderBuffer();
};
class Texture2DArray : public ResourceType<GL_TEXTURE_2D_ARRAY>
{
public:
Texture2DArray(GLuint* resourceHandle, GLenum attachment)
: ResourceType(resourceHandle, attachment)
{ };
~Texture2DArray();
};
class FrameBuffer
{
public:
+29 -14
View File
@@ -15,11 +15,10 @@
#include "../Core/Transform.h"
#include "Skeleton.h"
#include "ShaderProgram.h"
#include "BlendTree.h"
struct ModelJob : RenderJob
{
ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matProp, ComponentWrapper modelComponent, World* world, glm::vec4 fillColor, float fillPercentage, bool isShielded, bool shadow)
ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matProp, ComponentWrapper modelComponent, World* world, glm::vec4 fillColor, float fillPercentage, bool isShielded)
: RenderJob()
{
Model = model;
@@ -111,11 +110,10 @@ struct ModelJob : RenderJob
Color = modelComponent["Color"];
GlowIntensity = ((double)modelComponent["GlowIntensity"]);
Entity = modelComponent.EntityID;
glm::vec3 abspos = glm::vec3(matrix[3][0], matrix[3][1], matrix[3][2]);
glm::vec3 abspos = Transform::AbsolutePosition(world, modelComponent.EntityID);
glm::vec3 worldpos = glm::vec3(camera->ViewMatrix() * glm::vec4(abspos, 1));
Depth = worldpos.z;
World = world;
Shadow = shadow;
FillColor = fillColor;
FillPercentage = fillPercentage;
@@ -125,14 +123,32 @@ struct ModelJob : RenderJob
Skeleton = Model->m_RawModel->m_Skeleton;
if (Skeleton != nullptr) {
EntityWrapper entityWrapper = EntityWrapper(world, modelComponent.EntityID);
if (world->HasComponent(Entity, "Animation")) {
auto animationComponent = world->GetComponent(Entity, "Animation");
if(Skeleton->BlendTrees.find(entityWrapper) != Skeleton->BlendTrees.end()) {
BlendTree = Skeleton->BlendTrees.at(entityWrapper);
for (int i = 1; i <= 3; i++) {
::Skeleton::AnimationData animationData;
animationData.animation = model->m_RawModel->m_Skeleton->GetAnimation(animationComponent["AnimationName" + std::to_string(i)]);
if (animationData.animation == nullptr) {
continue;
}
animationData.time = (double)animationComponent["Time" + std::to_string(i)];
animationData.weight = (double)animationComponent["Weight" + std::to_string(i)];
Animations.push_back(animationData);
}
}
if (world->HasComponent(Entity, "AnimationOffset")) {
auto animationOffsetComponent = world->GetComponent(Entity, "AnimationOffset");
AnimationOffset.animation = model->m_RawModel->m_Skeleton->GetAnimation(animationOffsetComponent["AnimationName"]);
AnimationOffset.time = (double)animationOffsetComponent["Time"];
} else {
AnimationOffset.animation = nullptr;
}
}
}
};
unsigned int TextureID;
@@ -151,7 +167,10 @@ struct ModelJob : RenderJob
glm::vec4 Color;
const ::Model* Model = nullptr;
::Skeleton* Skeleton = nullptr;
std::shared_ptr<::BlendTree> BlendTree = nullptr;
std::vector<::Skeleton::AnimationData> Animations;
::Skeleton::AnimationOffset AnimationOffset;
float GlowIntensity = 8.0;
glm::vec4 DiffuseColor;
glm::vec4 SpecularColor;
@@ -163,13 +182,9 @@ struct ModelJob : RenderJob
glm::vec4 FillColor = glm::vec4(0);
float FillPercentage = 0.0;
bool IsShielded;
bool Shadow;
void CalculateHash() override
{
Hash = TextureID;
Hash += ModelID << 10;
Hash += ShaderID << 20;
Hash = ShaderID << 20 + ModelID << 10 + TextureID;
}
};
+2 -2
View File
@@ -52,8 +52,8 @@ private:
std::unordered_map<glm::ivec2, PickingInfo> m_PickingColorsToEntity;
GLuint m_PickingTexture = 0;
GLuint m_DepthBuffer = 0;
GLuint m_PickingTexture;
GLuint m_DepthBuffer;
FrameBuffer m_PickingBuffer;
+6 -5
View File
@@ -16,15 +16,16 @@ struct RenderJob
public:
float Depth;
bool operator<(const RenderJob& rhs)
{
return this->Hash < rhs.Hash;
}
protected:
uint64_t Hash;
virtual void CalculateHash() = 0;
bool operator<(const RenderJob& rhs)
{
return this->Hash < rhs.Hash;
}
};
#endif
-1
View File
@@ -33,7 +33,6 @@ struct RenderScene
Rectangle Viewport;
bool ClearDepth = false;
bool ShouldBlur = false;
glm::vec4 AmbientColor;
void Clear()
-5
View File
@@ -18,7 +18,6 @@
#include "DrawColorCorrectionPass.h"
#include "SSAOPass.h"
#include "CubeMapPass.h"
#include "BlurHUD.h"
#include "../Core/EventBroker.h"
#include "ImGuiRenderPass.h"
#include "Camera.h"
@@ -27,7 +26,6 @@
#include "TextPass.h"
#include "Util/CommonFunctions.h"
#include "Core/PerformanceTimer.h"
#include "ShadowPass.h"
class Renderer : public IRenderer
{
@@ -38,7 +36,6 @@ public:
: m_EventBroker(eventBroker)
, m_Config(config)
{ }
~Renderer();
virtual void Initialize() override;
virtual void Update(double dt) override;
@@ -78,8 +75,6 @@ private:
DrawColorCorrectionPass* m_DrawColorCorrectionPass;
SSAOPass* m_SSAOPass;
CubeMapPass* m_CubeMapPass;
ShadowPass* m_ShadowPass;
BlurHUD* m_BlurHUDPass;
//----------------------Functions----------------------//
void InitializeWindow();
+1 -1
View File
@@ -14,7 +14,7 @@ class SSAOPass
{
public:
SSAOPass(IRenderer* renderer, ConfigFile* config);
~SSAOPass();
~SSAOPass() { };
void ChangeQuality(int quality);
-2
View File
@@ -21,8 +21,6 @@ public:
std::string GetFileName() const;
GLuint GetHandle() const;
bool IsCompiled() const;
static std::string ReadFile(std::string fileName);
private:
protected:
GLenum m_ShaderType;
std::string m_FileName;
-88
View File
@@ -1,88 +0,0 @@
#ifndef ShadowPass_h__
#define ShadowPass_h__
#include "IRenderer.h"
#include "FrameBuffer.h"
#include "ShaderProgram.h"
#include "../Core/EventBroker.h"
#include "../Core/World.h"
#include "ShadowPassState.h"
#include "imgui/imgui.h"
#define MAX_SPLITS 4
enum NearFar { NEAR = 0, FAR = 1 };
enum LRBT { LEFT = 0, RIGHT = 1, BOTTOM = 2, TOP = 3 };
struct ShadowFrustum
{
float NearClip;
float FarClip;
float FOV;
float AspectRatio;
glm::vec3 MiddlePoint;
float Radius;
std::array<float, 4> LRBT;
std::array<glm::vec3, 8> CornerPoint;
};
class ShadowPass
{
public:
ShadowPass(IRenderer* renderer);
ShadowPass(IRenderer * renderer, int ShadowResX, int ShadowResY);
~ShadowPass();
void InitializeFrameBuffers();
void InitializeShaderPrograms();
void ClearBuffer();
void Draw(RenderScene& scene);
void DebugGUI();
GLuint DepthMap() const { return m_DepthMap; }
std::array<glm::mat4, MAX_SPLITS> LightP() const { return m_LightProjection; }
std::array<glm::mat4, MAX_SPLITS> LightV() const { return m_LightView; }
std::array<float, MAX_SPLITS> FarDistance() const { std::array<float, MAX_SPLITS> f; for (int i = 0; i < MAX_SPLITS; i++) f[i] = m_shadowFrusta[i].FarClip; return f; }
int CurrentNrOfSplits() const { return m_CurrentNrOfSplits; }
void SetSplitWeight(float split_weight) { m_SplitWeight = split_weight; };
private:
void InitializeCameras(RenderScene & scene);
void UpdateSplitDist(std::array<ShadowFrustum, MAX_SPLITS>& frusta, float near_distance, float far_distance);
void UpdateFrustumPoints(ShadowFrustum& frustum, glm::vec3 camera_position, glm::vec3 view_dir);
void UpdateFrustumPoints(ShadowFrustum& frustum, glm::mat4 p, glm::mat4 v);
void PointsToLightspace(ShadowFrustum& frustum, glm::mat4 v);
float FindRadius(ShadowFrustum& frustum);
void RadiusToLightspace(ShadowFrustum& frustum);
EventBroker* m_EventBroker;
const IRenderer* m_Renderer;
GLuint m_DepthMap;
FrameBuffer m_DepthBuffer;
ShaderProgram* m_ShadowProgram;
ShaderProgram* m_ShadowProgramSkinned;
std::array<glm::mat4, MAX_SPLITS> m_LightProjection;
std::array<glm::mat4, MAX_SPLITS> m_LightView;
GLfloat m_NearFarPlane[2] = { -34.f, 27.f };
GLuint m_ResolutionSizeWidth = 1024 * 2;
GLuint m_ResolutionSizeHeight = 1024 * 2;
bool m_TransparentObjects = false;
bool m_TexturedShadows = false;
bool m_EnableShadows = true;
int m_CurrentNrOfSplits = 4;
float m_SplitWeight = 0.962f;
std::array<ShadowFrustum, MAX_SPLITS> m_shadowFrusta;
Texture* m_WhiteTexture = ResourceManager::Load<Texture>("Textures/Core/White.png");
};
#endif
@@ -1,15 +0,0 @@
#ifndef ShadowPassState_h_
#define ShadowPassState_h_
#include "Rendering/RenderState.h"
class ShadowPassState : public RenderState
{
public:
ShadowPassState(GLuint frameBuffer);
~ShadowPassState();
private:
};
#endif
+55 -22
View File
@@ -6,9 +6,27 @@
#include "../GLM.h"
#include <glm/gtx/matrix_decompose.hpp>
#include <imgui/imgui.h>
#include "../Core/EntityWrapper.h"
class BlendTree;
//struct Bone
//{
// Bone(std::string name, glm::mat4 offsetMatrix)
// : Name(name)
// , OffsetMatrix(offsetMatrix)
// { }
//
// ~Bone()
// {
// for (auto kv : Children) {
// delete kv.second;
// }
// }
//
// std::string Name;
// glm::mat4 OffsetMatrix;
// glm::mat4 LocalMatrix;
//
// std::map<std::string, Bone*> Children;
//};
class Skeleton
{
@@ -50,43 +68,58 @@ public:
std::map<int, std::vector<Keyframe>> JointAnimations;
};
struct PoseData {
glm::vec3 Translation;
glm::quat Orientation;
glm::vec3 Scale;
struct AnimationData
{
const Animation* animation;
float time;
float weight;
};
struct JointFrameTransform {
glm::vec3 PositionInterp = glm::vec3(0);
glm::quat RotationInterp = glm::quat();
glm::vec3 ScaleInterp = glm::vec3(0);
float Weight;
};
struct AnimationOffset {
const Animation* animation;
float time;
};
Skeleton() { }
~Skeleton();
Bone* RootBone;
std::map<int, Bone*> Bones;
std::unordered_map<EntityWrapper, std::shared_ptr<BlendTree>> BlendTrees;
std::map<int, Bone*> Bones;
// Attach a new bone to the skeleton
// Returns: New bone index
int CreateBone(int ID, int parentID, std::string name, glm::mat4 offsetMatrix);
int GetBoneID(std::string name);
std::vector<glm::mat4> GetFrameBones(std::vector<AnimationData> animations, AnimationOffset animationOffset, bool noRootMotion = false);
std::vector<glm::mat4> GetFrameBones(std::vector<AnimationData> animations, bool noRootMotion = false);
const Animation* GetAnimation(std::string name);
std::map<int, Skeleton::PoseData> GetFrameBones(const Animation* animation, double time, bool additive, bool noRootMotion = false);
std::map<int, Skeleton::PoseData> BlendPoses(const std::map<int, PoseData>& pose1, const std::map<int, PoseData>& pose2, double weight);
std::map<int, Skeleton::PoseData> OverridePose(const std::map<int, PoseData>& overridePose, const std::map<int, PoseData>& targetPose);
std::map<int, Skeleton::PoseData> BlendPoseAdditive(const std::map<int, PoseData>& additivePose, const std::map<int, PoseData>& targetPose);
void GetFinalPose(std::map<int, Skeleton::PoseData>& boneMatrices, std::vector<glm::mat4>& finalPose, std::map<int, glm::mat4>& boneTransforms);
std::vector<glm::mat4> GetTPose();
void AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, std::map<int, glm::mat4>& frameBones, const Bone* bone, glm::mat4 parentMatrix);
void AccumulateBoneTransforms(bool noRootMotion, std::vector<AnimationData> animations, AnimationOffset animationOffset, std::map<int, glm::mat4>& frameBones, const Bone* bone, glm::mat4 parentMatrix);
void PrintSkeleton();
void PrintSkeleton(const Bone* parent, int depthCount);
std::map<std::string, Animation> Animations;
glm::mat4 GetBoneTransform(const Bone* bone, const Animation* animation, float time, glm::mat4 childMatrix);
glm::mat4 GetBoneTransform(bool noRootMotion, const Bone* bone, std::vector<AnimationData> animations, AnimationOffset animationOffset, glm::mat4 childMatrix);
glm::mat4 GetBoneTransform(bool noRootMotion, const Bone* bone, std::vector<AnimationData> animations, glm::mat4 childMatrix);
int GetKeyframe(const Animation& animation, double time);
std::map<std::string, Animation> Animations;
private:
Skeleton::PoseData GetAdditiveBonePose(const Bone* bone, const Animation* animation, double time);
void AccumulateFinalPose(std::map<int, glm::mat4>& boneMatrices, std::map<int, Skeleton::PoseData>& poseDatas, std::map<int, glm::mat4>& boneTransforms, const Bone* bone, glm::mat4 parentMatrix);
void AdditiveBoneTransforms(const Animation* animation, double time, std::map<int, PoseData>& boneMatrices, const Bone* bone);
void AccumulateBoneTransforms(bool noRootMotion, const Animation* animation, double time, std::map<int, PoseData>& boneMatrices, const Bone* bone);
glm::mat4 GetOffsetTransform(const Bone* bone, AnimationOffset animationOffset);
std::map<std::string, Bone*> m_BonesByName;
+2 -6
View File
@@ -7,7 +7,6 @@
#include "../GLM.h"
#include "../Core/ComponentWrapper.h"
#include "Texture.h"
#include "TextureSprite.h"
#include "Model.h"
#include "RenderJob.h"
#include "../Core/ResourceManager.h"
@@ -25,16 +24,14 @@ struct SpriteJob : RenderJob
::RawModel::MaterialProperties matProp = Model->MaterialGroups().front();
TextureID = 0;
DiffuseTexture = CommonFunctions::TryLoadResource<TextureSprite, true>(cSprite["DiffuseTexture"]);
DiffuseTexture = CommonFunctions::LoadTexture(cSprite["DiffuseTexture"], true);
IncandescenceTexture = CommonFunctions::TryLoadResource<TextureSprite, true>(cSprite["GlowMap"]);
IncandescenceTexture = CommonFunctions::LoadTexture(cSprite["GlowMap"], true);
StartIndex = matProp.material->StartIndex;
EndIndex = matProp.material->EndIndex;
Matrix = matrix;
Color = cSprite["Color"];
BlurBackground = (bool)cSprite["BlurBackground"];
Entity = cSprite.EntityID;
Position = Transform::AbsolutePosition(world, cSprite.EntityID);
Depth = 0;
@@ -68,7 +65,6 @@ struct SpriteJob : RenderJob
bool Pickable;
bool IsIndicator = false;
bool BlurBackground = false;
glm::vec4 FillColor = glm::vec4(0);
float FillPercentage = 0.0;
+1 -1
View File
@@ -9,7 +9,7 @@ class Texture : public BaseTexture
{
friend class ResourceManager;
protected:
private:
Texture(std::string path);
public:
-26
View File
@@ -1,26 +0,0 @@
#ifndef TextureSprite_h__
#define TextureSprite_h__
#include "../OpenGL.h"
#include "BaseTexture.h"
#include "Texture.h"
#include "PNG.h"
class TextureSprite : public Texture
{
friend class ResourceManager;
protected:
TextureSprite(std::string path);
public:
~TextureSprite();
void Bind(GLenum textureUnit = GL_TEXTURE0);
GLuint m_Texture = 0;
unsigned char* Data = nullptr;
};
#endif
@@ -8,23 +8,7 @@
namespace CommonFunctions
{
//Loads Texture/SpriteTexture and return null if it fails
template <typename T, bool threaded>
Texture* TryLoadResource(std::string path)
{
Texture* img;
try {
img = ResourceManager::Load<T, threaded>(path);
} catch (const Resource::StillLoadingException&) {
img = ResourceManager::Load<T>("Textures/Core/ErrorTexture.png");
} catch (const std::exception&) {
img = nullptr;
}
return img;
}
Texture* LoadTexture(std::string path, bool threaded);
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type);
void GenerateMultiSampleTexture(GLuint* texture, int numSamples, glm::vec2 dimensions, GLint internalFormat);
void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps);
@@ -12,7 +12,6 @@ public:
{ }
virtual void Update(double dt) override;
private:
};
#endif
-12
View File
@@ -40,17 +40,5 @@ private:
};
std::vector<EntityAtMaxValuePickupStruct> m_PickupAtMaximum;
void DoPickup(EntityWrapper &player, EntityWrapper &trigger);
//class
enum class PlayerClass {
Assault,
Defender,
Sniper,
None
};
//helper methods
bool DoesPlayerHaveMaxAmmo(EntityWrapper &player);
PlayerClass DetermineClass(EntityWrapper &player);
void SetPlayerAmmo(EntityWrapper &player, int ammoGain);
int GetPlayerMaxAmmo(EntityWrapper &player);
};
#endif
@@ -15,7 +15,6 @@
#include "Rendering/Util/CommonFunctions.h"
//#define INDICATOR_TEST
#include "Core/ConfigFile.h"
class DamageIndicatorSystem : public ImpureSystem
{
@@ -41,8 +40,6 @@ private:
std::vector<DamageIndicatorStruct> updateDamageIndicatorVector;
float CalculateAngle(EntityWrapper player, glm::vec3 enemyPos);
bool m_NetworkEnabled;
//for tests
#ifdef INDICATOR_TEST
glm::vec3 DamageIndicatorTest(EntityWrapper player);
@@ -3,7 +3,6 @@
#include "Common.h"
#include "Core/System.h"
#include "Engine/GLM.h"
class ExplosionEffectSystem : public PureSystem
{
+1 -1
View File
@@ -10,7 +10,7 @@ public:
: System(params)
, PureSystem("Lifetime")
{
LOG_INFO("ASDASDASSA");
}
virtual void Update(double dt) override;
-3
View File
@@ -24,10 +24,7 @@ private:
bool OnPlayerDeath(Events::PlayerDeath& e);
EventRelay<PlayerDeathSystem, Events::EntityDeleted> m_EEntityDeleted;
bool OnEntityDeleted(Events::EntityDeleted& e);
EventRelay<PlayerDeathSystem, Events::InputCommand> m_EInputCommand;
bool OnInputCommand(Events::InputCommand& e);
void setSpectatorCamera();
void createDeathEffect(EntityWrapper player);
};
@@ -30,8 +30,6 @@ private:
bool m_LeftFoot = false;
// To get a difference when calculating the walking state.
glm::vec3 m_LastPosition = glm::vec3();
// Used to track afterimages for sprint effect.
float m_SprintEffectTimer;
// The logic for making the sound play when player is moving
void playerStep(double dt);
// Spawn a hexagon at origin of an Entity
-9
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@@ -15,19 +15,10 @@ public:
virtual void Update(double dt) override;
private:
// This enum must correspond to the command values for PickTeam buttons.
enum class PlayerClass
{
None = 0,
Assault,
Defender,
Sniper
};
struct SpawnRequest
{
int PlayerID;
ComponentInfo::EnumType Team;
PlayerClass Class;
};
bool m_NetworkEnabled = false;
-44
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@@ -1,44 +0,0 @@
#ifndef ScoreScreenSystem_h__
#define ScoreScreenSystem_h__
#include "Core/System.h"
#include "Core/ResourceManager.h"
#include "Core/EntityFile.h"
#include "Network/EKillDeath.h"
#include "Core/EPlayerSpawned.h"
#include "Network/EPlayerConnected.h"
#include "Network/EPlayerDisconnected.h"
#include "GLM.h"
class ScoreScreenSystem : public PureSystem
{
public:
ScoreScreenSystem(SystemParams params);
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& scoreScreen, double dt) override;
EventRelay<ScoreScreenSystem, Events::KillDeath> m_EPlayerDeath;
bool OnPlayerDeath(const Events::KillDeath& e);
EventRelay<ScoreScreenSystem, Events::PlayerSpawned> m_EPlayerSpawned;
bool OnPlayerSpawn(const Events::PlayerSpawned& e);
EventRelay<ScoreScreenSystem, Events::PlayerConnected> m_EPlayerConnected;
bool OnPlayerConnected(const Events::PlayerConnected& e);
EventRelay<ScoreScreenSystem, Events::PlayerDisconnected> m_EPlayerDisconnected;
bool OnPlayerDisconnected(const Events::PlayerDisconnected& e);
private:
struct PlayerData {
int ID = -1;
std::string Name = "";
int Team = 1;
int Kills = 0;
int Deaths = 0;
EntityWrapper Player = EntityWrapper::Invalid;
};
std::vector<int> m_DisconnectedIdentities;
int m_PlayerCounter = 0;
std::unordered_map<int, PlayerData> m_PlayerIdentities;
};
#endif
-29
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@@ -1,29 +0,0 @@
#ifndef ServerListSystem_h__
#define ServerListSystem_h__
#include "Core/System.h"
#include "Rendering/IRenderer.h"
#include "Core/ResourceManager.h"
#include "Core/Event.h"
#include "Systems/SpawnerSystem.h"
#include "Core/EventBroker.h"
#include "Network/ESearchForServers.h"
#include "Network/EDisplayServerlist.h"
class ServerListSystem : public PureSystem
{
public:
ServerListSystem(SystemParams params, IRenderer* renderer);
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cServerList, double dt) override;
void RefreshList();
private:
IRenderer* m_Renderer;
EventRelay<ServerListSystem, Events::DisplayServerlist> m_EServerListRecieved;
bool OnServerListRecieved(const Events::DisplayServerlist& e);
};
#endif
@@ -1,22 +0,0 @@
#ifndef SpectatorCameraSystem_h__
#define SpectatorCameraSystem_h__
#include "Core/System.h"
#include "Input/EInputCommand.h"
class SpectatorCameraSystem : public ImpureSystem
{
public:
SpectatorCameraSystem(SystemParams params);
virtual void Update(double dt) override;
private:
int m_PickedTeam;
bool m_CamSetToTeamPick;
EventRelay<SpectatorCameraSystem, Events::InputCommand> m_EInputCommand;
bool OnInputCommand(const Events::InputCommand& e);
};
#endif
-23
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@@ -1,23 +0,0 @@
#ifndef StartSystem_h__
#define StartSystem_h__
#include "Core/System.h"
#include "Core/ResourceManager.h"
#include "Core/Event.h"
#include "Core/EventBroker.h"
#include "Rendering/ESetCamera.h"
class StartSystem : public ImpureSystem
{
public:
StartSystem(SystemParams params);
virtual void Update(double dt) override;
private:
EntityWrapper m_ActiveCamera = EntityWrapper::Invalid;
EventRelay<StartSystem, Events::SetCamera> m_ECameraActivated;
bool OnCameraActivated(const Events::SetCamera& e);
};
#endif
-2
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@@ -2,8 +2,6 @@
#define AmmunitionHUDSystem_h__
#include <boost/lexical_cast.hpp>
#include <sstream>
#include <iomanip>
#include "../../Engine/Core/System.h"
#include "../../Engine/GLM.h"
@@ -5,7 +5,6 @@
#include "Collision/Collision.h"
#include "Core/EPlayerDamage.h"
#include "Sound/EPlaySoundOnEntity.h"
#include "Rendering/EAutoAnimationBlend.h"
class AssaultWeaponBehaviour : public WeaponBehaviour<AssaultWeaponBehaviour>
{
@@ -21,7 +20,6 @@ public:
void OnPrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi) override;
void OnCeasePrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi) override;
void OnReload(ComponentWrapper cWeapon, WeaponInfo& wi) override;
void OnEquip(ComponentWrapper cWeapon, WeaponInfo& wi) override;
void OnHolster(ComponentWrapper cWeapon, WeaponInfo& wi) override;
//bool OnInputCommand(ComponentWrapper cWeapon, WeaponInfo& wi, const Events::InputCommand& e) override;
+3 -86
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@@ -9,7 +9,6 @@
#include "Systems/SpawnerSystem.h"
#include "Rendering/ESetCamera.h"
#include "Core/ConfigFile.h"
#include "Rendering/EAutoAnimationBlend.h"
template <typename ETYPE>
class WeaponBehaviour : public PureSystem
@@ -32,20 +31,6 @@ public:
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt) override
{
/* EntityWrapper firstPersonWeapon = entity.FirstChildByName("Hands").FirstChildByName("AssaultWeapon");
EntityWrapper thirdPersonWeapon = entity.FirstChildByName("PlayerModel").FirstChildByName("AssaultWeapon");
if (IsClient && (firstPersonWeapon.Valid() || thirdPersonWeapon.Valid())) {
if (m_ActiveWeapons.count(entity) == 0) {
WeaponInfo& wi = m_ActiveWeapons[entity];
wi.Player = entity;
wi.WeaponEntity = entity;
wi.FirstPersonEntity = firstPersonWeapon;
wi.ThirdPersonEntity = thirdPersonWeapon;
OnEquip(cWeapon, wi);
}
}*/
auto weapon = getActiveWeapon(entity);
if (!weapon) {
return;
@@ -60,9 +45,7 @@ protected:
EntityWrapper Player;
EntityWrapper WeaponEntity;
EntityWrapper FirstPersonEntity;
EntityWrapper FirstPersonPlayerModel;
EntityWrapper ThirdPersonEntity;
EntityWrapper ThirdPersonPlayerModel;
};
IRenderer* m_Renderer;
@@ -90,7 +73,7 @@ protected:
// Returns wi.FirstPersonEntity or wi.ThirdPersonEntity depending on
// if the player is in first person mode or not.
EntityWrapper getRelevantWeaponEntity(WeaponInfo& wi)
EntityWrapper getRelevantWeaponModelEntity(WeaponInfo& wi)
{
if (isPlayerInFirstPerson(wi.Player)) {
return wi.FirstPersonEntity;
@@ -111,64 +94,6 @@ protected:
}
}
void playAnimation(EntityWrapper weaponModelEntity, const std::string& subTreeName, const std::string& animationNodeName)
{
EntityWrapper root = weaponModelEntity.FirstParentWithComponent("Model");
if (!root.Valid()) {
return;
}
EntityWrapper subTree = root.FirstChildByName(subTreeName);
if (!subTree.Valid()) {
return;
}
EntityWrapper animationNode = subTree.FirstChildByName(animationNodeName);
if (!animationNode.Valid()) {
return;
}
Events::AutoAnimationBlend eFireBlend;
eFireBlend.RootNode = root;
eFireBlend.NodeName = animationNodeName;
eFireBlend.Restart = true;
eFireBlend.Start = true;
m_EventBroker->Publish(eFireBlend);
}
void playAnimationAndReturn(EntityWrapper weaponModelEntity, const std::string& subTreeName, const std::string& animationNodeName)
{
EntityWrapper root = weaponModelEntity;
if (!root.Valid()) {
return;
}
EntityWrapper subTree = root.FirstChildByName(subTreeName);
if (!subTree.Valid()) {
return;
}
EntityWrapper animationNode = subTree.FirstChildByName(animationNodeName);
if (!animationNode.Valid()) {
return;
}
Events::AutoAnimationBlend eFireBlend;
eFireBlend.RootNode = root;
eFireBlend.NodeName = animationNodeName;
eFireBlend.Restart = true;
eFireBlend.Start = true;
m_EventBroker->Publish(eFireBlend);
Events::AutoAnimationBlend eIdleBlend;
eIdleBlend.RootNode = root;
eIdleBlend.NodeName = "Idle";
eIdleBlend.AnimationEntity = animationNode;
eIdleBlend.Delay = -0.2;
eIdleBlend.Duration = 0.2;
m_EventBroker->Publish(eIdleBlend);
}
private:
EventRelay<ETYPE, Events::SetCamera> m_ESetCamera;
bool _OnSetCamera(const Events::SetCamera& e)
@@ -255,10 +180,6 @@ private:
void selectWeapon(ComponentWrapper cWeapon, EntityWrapper player)
{
//if (!IsServer) {
// return;
//}
// Don't reselect weapon if it's already active
if (getActiveWeapon(player)) {
return;
@@ -288,10 +209,8 @@ private:
// Spawn the weapon(s)
EntityWrapper firstPersonWeapon;
EntityWrapper thirdPersonWeapon;
if (IsClient) {
if (firstPersonAttachment.Valid()) {
firstPersonWeapon = SpawnerSystem::Spawn(firstPersonAttachment, firstPersonAttachment);
}
if (firstPersonAttachment.Valid()) {
firstPersonWeapon = SpawnerSystem::Spawn(firstPersonAttachment, firstPersonAttachment);
}
if (thirdPersonAttachment.Valid()) {
thirdPersonWeapon = SpawnerSystem::Spawn(thirdPersonAttachment, thirdPersonAttachment);
@@ -301,9 +220,7 @@ private:
wi.Player = player;
wi.WeaponEntity = player;
wi.FirstPersonEntity = firstPersonWeapon;
wi.FirstPersonPlayerModel = firstPersonWeapon;
wi.ThirdPersonEntity = thirdPersonWeapon;
wi.ThirdPersonPlayerModel = thirdPersonWeapon.FirstParentWithComponent("Model");
OnEquip(cWeapon, wi);
}
+1 -2
View File
@@ -28,5 +28,4 @@ P=SwitchToPlayer
K=TakeDamage,1500
F2=PerformanceTimingResetAllTimers
F3=PerformanceTimingCreateExcelData
Comma=SwapToClassPick
Period=SwapToTeamPick
F4=SwapToClassPick
+1 -8
View File
@@ -33,6 +33,7 @@
<xs:include schemaLocation="Components/HiddenForLocalPlayer.xsd"/>
<xs:include schemaLocation="Components/HealthPickup.xsd"/>
<xs:include schemaLocation="Components/AmmoPickup.xsd"/>
<xs:include schemaLocation="Components/AnimationOffset.xsd"/>
<xs:include schemaLocation="Components/DashAbility.xsd"/>
<xs:include schemaLocation="Components/ShieldAbility.xsd"/>
<xs:include schemaLocation="Components/SprintAbility.xsd"/>
@@ -47,9 +48,6 @@
<xs:include schemaLocation="Components/TextFieldReader.xsd"/>
<xs:include schemaLocation="Components/Menu.xsd"/>
<xs:include schemaLocation="Components/KillFeed.xsd"/>
<xs:include schemaLocation="Components/BlendOverride.xsd"/>
<xs:include schemaLocation="Components/Blend.xsd"/>
<xs:include schemaLocation="Components/BlendAdditive.xsd"/>
<xs:include schemaLocation="Components/Page.xsd"/>
<xs:include schemaLocation="Components/SpriteIndicator.xsd"/>
<xs:include schemaLocation="Components/Button.xsd"/>
@@ -63,9 +61,4 @@
<xs:include schemaLocation="Components/FloatingEffect.xsd"/>
<xs:include schemaLocation="Components/BoostIconsHUD.xsd"/>
<xs:include schemaLocation="Components/InputCmdButton.xsd"/>
<xs:include schemaLocation="Components/ScoreScreen.xsd"/>
<xs:include schemaLocation="Components/ScoreIdentity.xsd"/>
<xs:include schemaLocation="Components/NetworkComponent.xsd"/>
<xs:include schemaLocation="Components/ServerIdentity.xsd"/>
<xs:include schemaLocation="Components/ServerList.xsd"/>
</xs:schema>
+15 -7
View File
@@ -1,10 +1,18 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Animation xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Animation.xsd">
<AnimationName></AnimationName>
<Time>0</Time>
<Play>false</Play>
<Reverse>false</Reverse>
<Speed>1</Speed>
<Loop>true</Loop>
<Additive>false</Additive>
<AnimationName1></AnimationName1>
<Weight1>1.0</Weight1>
<Time1>0</Time1>
<Speed1>0</Speed1>
<Loop1>true</Loop1>
<AnimationName2></AnimationName2>
<Weight2>1.0</Weight2>
<Time2>0</Time2>
<Speed2>0</Speed2>
<Loop2>true</Loop2>
<AnimationName3></AnimationName3>
<Weight3>1.0</Weight3>
<Time3>0</Time3>
<Speed3>0</Speed3>
<Loop3>true</Loop3>
</Animation>
+17 -7
View File
@@ -2,17 +2,27 @@
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="Animation">
<xs:complexType>
<xs:all>
<xs:element name="AnimationName" type="t:string" minOccurs="0"/>
<xs:element name="Time" type="t:double" minOccurs="0"/>
<xs:element name="Speed" type="t:double" minOccurs="0"/>
<xs:element name="Play" type="t:bool" minOccurs="0"/>
<xs:element name="Reverse" type="t:bool" minOccurs="0"/>
<xs:element name="Loop" type="t:bool" minOccurs="0"/>
<xs:element name="Additive" type="t:bool" minOccurs="0"/>
<xs:element name="AnimationName1" type="t:string" minOccurs="0"/>
<xs:element name="Weight1" type="t:double" minOccurs="0"/>
<xs:element name="Time1" type="t:double" minOccurs="0"/>
<xs:element name="Speed1" type="t:double" minOccurs="0"/>
<xs:element name="Loop1" type="t:bool" minOccurs="0"/>
<xs:element name="AnimationName2" type="t:string" minOccurs="0"/>
<xs:element name="Weight2" type="t:double" minOccurs="0"/>
<xs:element name="Time2" type="t:double" minOccurs="0"/>
<xs:element name="Speed2" type="t:double" minOccurs="0"/>
<xs:element name="Loop2" type="t:bool" minOccurs="0"/>
<xs:element name="AnimationName3" type="t:string" minOccurs="0"/>
<xs:element name="Weight3" type="t:double" minOccurs="0"/>
<xs:element name="Time3" type="t:double" minOccurs="0"/>
<xs:element name="Speed3" type="t:double" minOccurs="0"/>
<xs:element name="Loop3" type="t:bool" minOccurs="0"/>
</xs:all>
<xs:attribute name="replicated" type="xs:boolean" fixed="true"/>
</xs:complexType>
</xs:element>
</xs:schema>
@@ -0,0 +1,5 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<AnimationOffset xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="AnimationOffset.xsd">
<AnimationName></AnimationName>
<Time>0</Time>
</AnimationOffset>
@@ -0,0 +1,17 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="AnimationOffset">
<xs:annotation>
<xs:documentation>Aim animation offset for the skeleton</xs:documentation>
</xs:annotation>
<xs:complexType>
<xs:all>
<xs:element name="AnimationName" type="t:string" minOccurs="0"/>
<xs:element name="Time" type="t:double" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
@@ -11,11 +11,10 @@
<RPM>420</RPM>
<ViewPunch>0.03</ViewPunch>
<ViewReturnSpeed>0.18</ViewReturnSpeed>
<ReloadTime>1.65</ReloadTime>
<ReloadTime>2</ReloadTime>
<EquipTime>0.5</EquipTime>
<TriggerHeld>false</TriggerHeld>
<FireCooldown>0</FireCooldown>
<ReloadQueued>false</ReloadQueued>
<IsReloading>false</IsReloading>
<ReloadTimer>0</ReloadTimer>
<CurrentTravel>0</CurrentTravel>
@@ -44,7 +44,6 @@
</xs:element>
<xs:element name="TriggerHeld" type="t:bool" minOccurs="0"/>
<xs:element name="FireCooldown" type="t:double" minOccurs="0"/>
<xs:element name="ReloadQueued" type="t:bool" minOccurs="0"/>
<xs:element name="IsReloading" type="t:bool" minOccurs="0"/>
<xs:element name="ReloadTimer" type="t:double" minOccurs="0"/>
<xs:element name="CurrentTravel" type="t:float" minOccurs="0"/>
-7
View File
@@ -1,7 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Blend xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Blend.xsd">
<Pose1></Pose1>
<Pose2></Pose2>
<Weight>0.5</Weight>
<SubTreeRoot>false</SubTreeRoot>
</Blend>
-15
View File
@@ -1,15 +0,0 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="Blend">
<xs:complexType>
<xs:all>
<xs:element name="Pose1" type="t:string" minOccurs="0"/>
<xs:element name="Pose2" type="t:string" minOccurs="0"/>
<xs:element name="Weight" type="t:double" minOccurs="0"/>
<xs:element name="SubTreeRoot" type="t:bool" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
@@ -1,5 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<BlendAdditive xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="BlendAdditive.xsd">
<Adder></Adder>
<Receiver></Receiver>
</BlendAdditive>
@@ -1,13 +0,0 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="BlendAdditive">
<xs:complexType>
<xs:all>
<xs:element name="Adder" type="t:string" minOccurs="0"/>
<xs:element name="Receiver" type="t:string" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
@@ -1,5 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<BlendOverride xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="BlendOverride.xsd">
<Master></Master>
<Slave></Slave>
</BlendOverride>
@@ -1,13 +0,0 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="BlendOverride">
<xs:complexType>
<xs:all>
<xs:element name="Master" type="t:string" minOccurs="0"/>
<xs:element name="Slave" type="t:string" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
@@ -1,21 +1,17 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<ExplosionEffect xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="ExplosionEffect.xsd">
<ExplosionOrigin X="0" Y="0" Z="0"/>
<TimeSinceDeath>0.0</TimeSinceDeath>
<ExplosionDuration>2.0</ExplosionDuration>
<Speed>1</Speed>
<Delay>0</Delay>
<TimeSinceDeath>0</TimeSinceDeath>
<ExplosionDuration>2</ExplosionDuration>
<!--<Gravity>1</Gravity>-->
<!--<GravityForce>1</GravityForce>-->
<!--<ObjectRadius>2</ObjectRadius>-->
<EndColor R="0" G="0" B="0" A="0"/>
<Randomness>false</Randomness>
<RandomnessScalar>1.0</RandomnessScalar>
<Randomness>0</Randomness>
<RandomnessScalar>1</RandomnessScalar>
<Velocity X="2" Y="2"/>
<ColorByDistance>false</ColorByDistance>
<ColorByDistance>0</ColorByDistance>
<!--<ReverseAnimation>0</ReverseAnimation>-->
<!--<Wireframe>0</Wireframe>-->
<ExponentialAccelaration>false</ExponentialAccelaration>
<Pulsate>false</Pulsate>
<Reverse>false</Reverse>
<ColorDistanceScalar>1.0</ColorDistanceScalar>
<ExponentialAccelaration>0</ExponentialAccelaration>
</ExplosionEffect>
@@ -18,8 +18,6 @@
<xs:element name="ExplosionDuration" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>How many seconds the death animation should be</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="Speed" type="t:double" minOccurs="0"/>
<xs:element name="Delay" type="t:double" minOccurs="0"/>
<!--<xs:element name="Gravity" type="t:bool" minOccurs="0">
<xs:annotation><xs:documentation>Enable/disable gravity</xs:documentation></xs:annotation>
</xs:element>-->
@@ -44,21 +42,15 @@
<xs:element name="ColorByDistance" type="t:bool" minOccurs="0">
<xs:annotation><xs:documentation>Change the color by its moved distance instead of by its time</xs:documentation></xs:annotation>
</xs:element>
<!--<xs:element name="ReverseAnimation" type="t:bool" minOccurs="0">
<xs:annotation><xs:documentation>Implosions are cooler</xs:documentation></xs:annotation>
</xs:element>-->
<!--<xs:element name="Wireframe" type="t:bool" minOccurs="0">
<xs:annotation><xs:documentation>Enable/disable wireframe</xs:documentation></xs:annotation>
</xs:element>-->
<xs:element name="ExponentialAccelaration" type="t:bool" minOccurs="0">
<xs:annotation><xs:documentation>Linear/Exponential accelaration</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="Pulsate" type="t:bool" minOccurs="0">
<xs:annotation><xs:documentation>Pulsate the effect</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="Reverse" type="t:bool" minOccurs="0">
<xs:annotation><xs:documentation>Reverse the effect</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="ColorDistanceScalar" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>Scale the distance of the color change</xs:documentation></xs:annotation>
</xs:element>
</xs:all>
</xs:complexType>
</xs:element>
-1
View File
@@ -8,6 +8,5 @@
<NormalMap>true</NormalMap>
<SpecularMap>true</SpecularMap>
<GlowMap>true</GlowMap>
<Shadow>true</Shadow>
<GlowIntensity>3.0</GlowIntensity>
</Model>
-3
View File
@@ -36,9 +36,6 @@
<xs:element name="GlowIntensity" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>Intensity of the glow map</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="Shadow" type="t:bool" minOccurs="0">
<xs:annotation><xs:documentation>Whether the object cast/recieve shadows or not</xs:documentation></xs:annotation>
</xs:element>
</xs:all>
</xs:complexType>
</xs:element>
@@ -1,3 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<NetworkComponent xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="NetworkComponent.xsd">
</NetworkComponent>
@@ -1,10 +0,0 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="NetworkComponent">
<xs:annotation>
<xs:documentation>If an entity has this component, it will be broadcasted to clients in a snapshot.</xs:documentation>
</xs:annotation>
</xs:element>
</xs:schema>
@@ -1,10 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<ScoreIdentity xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="ScoreIdentity.xsd">
<Name></Name>
<ID>-1</ID>
<KD>0.0</KD>
<Kills>0</Kills>
<Deaths>0</Deaths>
<Ping>0</Ping>
<Connected>true</Connected>
</ScoreIdentity>
@@ -1,32 +0,0 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="ScoreIdentity">
<xs:annotation><xs:documentation>A component tracking data for the score of a player.</xs:documentation></xs:annotation>
<xs:complexType>
<xs:all>
<xs:element name="Name" type="t:string" minOccurs="0">
<xs:annotation><xs:documentation>A name for tracking score identities, this should be unique.</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="ID" type="t:int" minOccurs="0">
<xs:annotation><xs:documentation>An id for tracking identities</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="KD" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>The Kills per death score.</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="Kills" type="t:int" minOccurs="0">
<xs:annotation><xs:documentation>The amount of kills.</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="Deaths" type="t:int" minOccurs="0">
<xs:annotation><xs:documentation>The amount of deaths.</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="Ping" type="t:int" minOccurs="0">
<xs:annotation><xs:documentation>Ping of a player.</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="Connected" type="t:bool" minOccurs="0">
<xs:annotation><xs:documentation>If the player is currently connected or not</xs:documentation></xs:annotation>
</xs:element>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
@@ -1,6 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<ScoreScreen xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="ScoreScreen.xsd">
<TotalIdentities>0</TotalIdentities>
<NextPosition>0</NextPosition>
<Offset X="0.0" Y="0.0" Z="0.0"/>
</ScoreScreen>
@@ -1,20 +0,0 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="ScoreScreen">
<xs:annotation><xs:documentation>The screen where player scores will be shown.</xs:documentation></xs:annotation>
<xs:complexType>
<xs:all>
<xs:element name="TotalIdentities" type="t:int" minOccurs="0">
<xs:annotation><xs:documentation>The amount of score identities this scoreboard hold</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="NextPosition" type="t:int" minOccurs="0">
<xs:annotation><xs:documentation>Where the next scoreIdentity should be placed.</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="Offset" type="t:Vector" minOccurs="0">
<xs:annotation><xs:documentation>How much offset should be applied per position</xs:documentation></xs:annotation>
</xs:element>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
@@ -1,7 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<ServerIdentity xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="ServerIdentity.xsd">
<IP>123.123.123.123</IP>
<Port>65999</Port>
<ServerName>UnkownServer</ServerName>
<PlayersConnected>0</PlayersConnected>
</ServerIdentity>
@@ -1,23 +0,0 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="ServerIdentity">
<xs:annotation><xs:documentation>A component for tracking the data of servers in the serverlist.</xs:documentation></xs:annotation>
<xs:complexType>
<xs:all>
<xs:element name="IP" type="t:string" minOccurs="0">
<xs:annotation><xs:documentation>The IP adress of the server.</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="Port" type="t:int" minOccurs="0">
<xs:annotation><xs:documentation>Port used to connect to the server.</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="ServerName" type="t:string" minOccurs="0">
<xs:annotation><xs:documentation>Name of the server.</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="PlayersConnected" type="t:int" minOccurs="0">
<xs:annotation><xs:documentation>Amount of players connected to the server.</xs:documentation></xs:annotation>
</xs:element>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
@@ -1,6 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<ServerList xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="ServerList.xsd">
<TotalIdentities>0</TotalIdentities>
<NextPosition>0</NextPosition>
<Offset X="0.0" Y="0.0" Z="0.0"/>
</ServerList>
@@ -1,20 +0,0 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="ServerList">
<xs:annotation><xs:documentation>The menulist where servers will be listed.</xs:documentation></xs:annotation>
<xs:complexType>
<xs:all>
<xs:element name="TotalIdentities" type="t:int" minOccurs="0">
<xs:annotation><xs:documentation>The amount of server identities in this list.</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="NextPosition" type="t:int" minOccurs="0">
<xs:annotation><xs:documentation>Where the next serverIdentity should be placed.</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="Offset" type="t:Vector" minOccurs="0">
<xs:annotation><xs:documentation>How much offset should be applied per position</xs:documentation></xs:annotation>
</xs:element>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
@@ -1,4 +1,4 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<ShieldAbility xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="ShieldAbility.xsd">
<Active>false</Active>
<CoolDownMaxTimer>2.0</CoolDownMaxTimer>
</ShieldAbility>
@@ -9,8 +9,8 @@
</xs:annotation>
<xs:complexType>
<xs:all>
<xs:element name="Active" type="t:bool" minOccurs="0">
<xs:annotation><xs:documentation>If the shield is active or not</xs:documentation></xs:annotation>
<xs:element name="CoolDownMaxTimer" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>This is the cooldown on shield</xs:documentation></xs:annotation>
</xs:element>
</xs:all>
</xs:complexType>
@@ -1,5 +1,4 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<SprintAbility xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="SprintAbility.xsd">
<StrengthOfEffect>1.3</StrengthOfEffect>
<Active>false</Active>
<StrengthOfEffect>2.0</StrengthOfEffect>
</SprintAbility>
@@ -12,9 +12,6 @@
<xs:element name="StrengthOfEffect" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>This is the strength of the sprint effect</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="Active" type="t:bool" minOccurs="0">
<xs:annotation><xs:documentation>True if currently sprinting.</xs:documentation></xs:annotation>
</xs:element>
</xs:all>
</xs:complexType>
</xs:element>
-1
View File
@@ -5,5 +5,4 @@
<Color R="1" G="1" B="1" A="1"/>
<Visible>true</Visible>
<DepthSort>true</DepthSort>
<BlurBackground>false</BlurBackground>
</Sprite>
-3
View File
@@ -24,9 +24,6 @@
<xs:element name="DepthSort" type="t:bool" minOccurs="0">
<xs:annotation><xs:documentation>Whether the sprite should be sorted with depth or not. Only use false for textures that are on HUD</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="BlurBackground" type="t:bool" minOccurs="0">
<xs:annotation><xs:documentation>Wether the background should be blurred begind this sprite.</xs:documentation></xs:annotation>
</xs:element>
</xs:all>
</xs:complexType>
</xs:element>
+98
View File
@@ -0,0 +1,98 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="AmmunitionHUD" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:AmmunitionHUD/>
<c:Transform>
<Position X="-0.0430000015" Y="0.131501317" Z="-0.0670000017"/>
<Scale X="0.400000006" Y="0.400000006" Z="0.400000006"/>
</c:Transform>
</Components>
<Children>
<Entity name="AmmunitionHUDBackground">
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<Color A="0.588235319" B="0" G="0" R="0"/>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="-0.00200000009"/>
<Scale X="0.119999997" Y="0.119999997" Z="0.119999997"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Transform/>
</Components>
<Children>
<Entity name="MagazineAmmo">
<Components>
<c:Text>
<Content>0</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
</c:Text>
<c:Transform>
<Scale X="0.0599999987" Y="0.0599999987" Z="0.0599999987"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Ammo">
<Components>
<c:Text>
<Content>360</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
</c:Text>
<c:Transform>
<Position X="5.2833886e-05" Y="-0.0407950208" Z="0"/>
<Scale X="0.0399999991" Y="0.0399999991" Z="0.0399999991"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity>
<Components>
<c:Transform>
<Position X="-0.00200000009" Y="0.00400000019" Z="-0.00100000005"/>
</c:Transform>
</Components>
<Children>
<Entity name="MagazineAmmo">
<Components>
<c:Text>
<Content>0</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="0" G="0" R="0"/>
</c:Text>
<c:Transform>
<Scale X="0.0599999987" Y="0.0599999987" Z="0.0599999987"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Ammo">
<Components>
<c:Text>
<Content>360</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="0" G="0" R="0"/>
</c:Text>
<c:Transform>
<Position X="5.2833886e-05" Y="-0.0407950208" Z="0"/>
<Scale X="0.0399999991" Y="0.0399999991" Z="0.0399999991"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
-1
View File
@@ -2,7 +2,6 @@
<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:NetworkComponent/>
<c:AmmoPickup/>
<c:Model>
<Resource>Models/Props/PickUps/AmmoPickUp.mesh</Resource>
@@ -1,38 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:Collidable/>
<c:Model>
<Resource>Models/Props/PickUps/PickUpHolder.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="-4.20782185" Y="7.18348074" Z="-51.9578781"/>
<Scale X="0.5" Y="0.5" Z="0.5"/>
<Orientation X="0" Y="0.324000001" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity>
<Components>
<c:AmmoPickup/>
<c:Model>
<Resource>Models/Props/PickUps/AmmoPickUp.mesh</Resource>
</c:Model>
<c:RaptorCopter>
<Speed>8</Speed>
<Axis X="0" Y="0.100000001" Z="0"/>
</c:RaptorCopter>
<c:Transform>
<Position X="0" Y="2.36784196" Z="0"/>
<Scale X="0.600000024" Y="0.600000024" Z="0.600000024"/>
<Orientation X="0" Y="72.7095108" Z="0"/>
</c:Transform>
<c:Trigger/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
+86 -494
View File
@@ -2,10 +2,6 @@
<Entity name="AnimationTests" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:SceneLight>
<Gamma>0.30000001192092896</Gamma>
<Exposure>3</Exposure>
</c:SceneLight>
<c:Transform/>
</Components>
@@ -13,542 +9,138 @@
<Entity>
<Components>
<c:Transform>
<Position X="0.100000001" Y="-1.5150001" Z="-3.70500016"/>
<Orientation X="0" Y="2.41300011" Z="0"/>
<Position X="-0.100000001" Y="-1.11500001" Z="-3.10500026"/>
</c:Transform>
</Components>
<Children>
<Entity>
<Components>
<c:DirectionalLight>
<Intensity>0</Intensity>
</c:DirectionalLight>
<c:DirectionalLight/>
<c:Model>
<Resource>Models/Widgets/Lights/DirectionalLightWidget.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0" Y="2.42800021" Z="-2.80000019"/>
<Orientation X="5.60000038" Y="3.14159203" Z="0"/>
<Orientation X="5.40800047" Y="3.65100026" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Light">
<Entity name="Running">
<Components>
<c:PointLight>
<Color A="1" B="0.70588237" G="0.70588237" R="1"/>
<Radius>8</Radius>
<Intensity>0.60000002384185791</Intensity>
</c:PointLight>
<c:Transform>
<Position X="1.32209361" Y="1.37392569" Z="-0.0505663045"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Assault">
<Components>
<c:BlendAdditive>
<Adder>AimBlend</Adder>
<Receiver>FinalBlend</Receiver>
</c:BlendAdditive>
<c:Animation>
<AnimationName1>Run</AnimationName1>
<Weight1>0.5</Weight1>
<Time1>0.60188997954429357</Time1>
<Speed1>-1</Speed1>
<Speed2>1</Speed2>
<Weight2>0.5</Weight2>
<Time2>0.96957233017255007</Time2>
<Time3>0.093923612201312068</Time3>
<Speed3>1</Speed3>
</c:Animation>
<c:AnimationOffset>
<AnimationName>AimRifle</AnimationName>
<Time>0.5</Time>
</c:AnimationOffset>
<c:Model>
<GlowIntensity>5</GlowIntensity>
<Resource>Models/Characters/Assault/AssaultBlue.mesh</Resource>
<Resource>Models/Characters/Assault/AssaultAnimations.mesh</Resource>
</c:Model>
<c:Transform/>
<c:Transform>
<Position X="-0.690088332" Y="0" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity name="WeaponAttachment">
<Entity name="R_Arm_Weapon_Joint">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
<ScaleOffset X="0.200000003" Y="0.200000003" Z="0.200000003"/>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
<Resource>Models/Weapons/Red/AssaultWeaponRed.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.154985309" Y="1.07679462" Z="-0.201120675"/>
<Scale X="1.00000012" Y="1" Z="1.00000012"/>
<Orientation X="-0.0289514996" Y="-0.119508959" Z="0.18072544"/>
<Position X="0.161975682" Y="1.06281972" Z="-0.216630161"/>
<Orientation X="-0.064812161" Y="-0.0739696771" Z="0.143780142"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="AimBlend">
</Children>
</Entity>
<Entity>
<Components>
<c:PointLight>
<Color A="1" B="0.70588237" G="0.70588237" R="1"/>
<Radius>10</Radius>
</c:PointLight>
<c:Transform>
<Position X="-0.375567257" Y="2.13093901" Z="-0.718547285"/>
</c:Transform>
</Components>
<Children>
<Entity>
<Components>
<c:Blend>
<Pose1>AimPrimary</Pose1>
<Pose2>AimSecondary</Pose2>
<Weight>0</Weight>
</c:Blend>
<c:Transform/>
<c:PointLight>
<Color A="1" B="1" G="0.70588237" R="0.70588237"/>
<Radius>10</Radius>
</c:PointLight>
<c:Transform>
<Position X="-1.96873236" Y="0" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity name="AimPrimary">
<Components>
<c:Animation>
<AnimationName>AimRifleA</AnimationName>
<Time>0.49999979138374329</Time>
<Loop>false</Loop>
<Additive>true</Additive>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="AimSecondary">
<Components>
<c:Animation>
<AnimationName>AimSecWepA</AnimationName>
<Time>0.5</Time>
<Loop>false</Loop>
<Additive>true</Additive>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="FinalBlend">
<Components>
<c:BlendOverride>
<Master>ReloadSwitchBlend</Master>
<Slave>MovementBlend</Slave>
</c:BlendOverride>
<c:Transform/>
</Components>
<Children>
<Entity name="MovementBlend">
<Components>
<c:Blend>
<Pose1>StandCrouchBlend</Pose1>
<Pose2>JumpDashBlend</Pose2>
<Weight>0</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="StandCrouchBlend">
<Components>
<c:Blend>
<Pose1>StandMovement</Pose1>
<Pose2>CrouchMovement</Pose2>
<Weight>0</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="StandMovement">
<Components>
<c:Blend>
<Pose1>MovementBlend</Pose1>
<Pose2>Idle</Pose2>
<Weight>0</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="MovementBlend">
<Components>
<c:Blend>
<Pose1>RunWalkBlend</Pose1>
<Pose2>StrafeLRBlend</Pose2>
<Weight>0</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="RunWalkBlend">
<Components>
<c:Blend>
<Pose1>Walk</Pose1>
<Pose2>Run</Pose2>
<Weight>1</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="Walk">
<Components>
<c:Animation>
<AnimationName>WalkF</AnimationName>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="Run">
<Components>
<c:Animation>
<AnimationName>RunF</AnimationName>
<Time>0.89967686078176468</Time>
<Speed>1</Speed>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="StrafeLRBlend">
<Components>
<c:Blend>
<Pose1>Left</Pose1>
<Pose2>Right</Pose2>
<Weight>0</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="Left">
<Components>
<c:Animation>
<AnimationName>StrafeLeftF</AnimationName>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="Right">
<Components>
<c:Animation>
<AnimationName>StrafeRightF</AnimationName>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="Idle">
<Components>
<c:Animation>
<AnimationName>IdleF</AnimationName>
<Time>0.33219857512804407</Time>
<Speed>1</Speed>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="CrouchMovement">
<Components>
<c:Blend>
<Pose1>MovementBlend</Pose1>
<Pose2>Idle</Pose2>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="MovementBlend">
<Components>
<c:Blend>
<Pose1>Walk</Pose1>
<Pose2>StrafeLRBlend</Pose2>
<Weight>0</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="StrafeLRBlend">
<Components>
<c:Blend>
<Pose1>Left</Pose1>
<Pose2>Right</Pose2>
<Weight>0</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="Left">
<Components>
<c:Animation>
<AnimationName>CrouchStrafeLeftF</AnimationName>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="Right">
<Components>
<c:Animation>
<AnimationName>CrouchStrafeRightF</AnimationName>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="Walk">
<Components>
<c:Animation>
<AnimationName>CrouchWalkF</AnimationName>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="Idle">
<Components>
<c:Animation>
<AnimationName>CrouchF</AnimationName>
<Time>0.86553330718370836</Time>
<Speed>1</Speed>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="JumpDashBlend">
<Components>
<c:Blend>
<Pose1>Jump</Pose1>
<Pose2>DashBlend</Pose2>
<Weight>1</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="Jump">
<Components>
<c:Animation>
<AnimationName>JumpF</AnimationName>
<Time>0.5</Time>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="DashBlend">
<Components>
<c:Blend>
<Pose1>DashFBBlend</Pose1>
<Pose2>DashLRBlend</Pose2>
<Weight>0</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="DashFBBlend">
<Components>
<c:Blend>
<Pose1>DashForward</Pose1>
<Pose2>DashBackward</Pose2>
<Weight>1</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="DashForward">
<Components>
<c:Animation>
<AnimationName>DashForwardF</AnimationName>
<Loop>false</Loop>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="DashBackward">
<Components>
<c:Animation>
<AnimationName>DashBackwardF</AnimationName>
<Time>1</Time>
<Loop>false</Loop>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="DashLRBlend">
<Components>
<c:Blend>
<Pose1>DashLeft</Pose1>
<Pose2>DashRight</Pose2>
<Weight>0</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="DashLeft">
<Components>
<c:Animation>
<AnimationName>DashLeftF</AnimationName>
<Time>1</Time>
<Loop>false</Loop>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="DashRight">
<Components>
<c:Animation>
<AnimationName>DashRightF</AnimationName>
<Loop>false</Loop>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="ReloadSwitchBlend">
<Components>
<c:Blend>
<Pose1>ReloadSwitch</Pose1>
<Pose2>WeaponActionBlend</Pose2>
<Weight>1</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="ReloadSwitch">
<Components>
<c:Animation>
<AnimationName>ReloadSwitchU</AnimationName>
<Time>0.86721706215490468</Time>
<Speed>1</Speed>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="WeaponActionBlend">
<Components>
<c:Blend>
<Pose1>IdleBlend</Pose1>
<Pose2>ShootBlend</Pose2>
<Weight>1</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="IdleBlend">
<Components>
<c:Blend>
<Pose1>IdlePrimary</Pose1>
<Pose2>IdleSecondary</Pose2>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="IdlePrimary">
<Components>
<c:Animation>
<AnimationName>IdleAssaultRifleU</AnimationName>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="IdleSecondary">
<Components>
<c:Animation>
<AnimationName>IdleSecWepU</AnimationName>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="ShootBlend">
<Components>
<c:Blend>
<Pose1>ShootPrimary</Pose1>
<Pose2>ShootSecondary</Pose2>
<Weight>0</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="ShootPrimary">
<Components>
<c:Animation>
<AnimationName>ShootFastRifleU</AnimationName>
<Time>0.19605135393254369</Time>
<Speed>1</Speed>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="ShootSecondary">
<Components>
<c:Animation>
<AnimationName>ShootSecWepFastU</AnimationName>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="Plane">
<Entity>
<Components>
<c:Model>
<Resource>Models/Core/UnitPlane.mesh</Resource>
</c:Model>
<c:Transform>
<Scale X="5" Y="1" Z="5"/>
<Scale X="10" Y="1" Z="10"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Light">
<Entity>
<Components>
<c:PointLight>
<Color A="1" B="0.956862748" G="0.960784316" R="0.819607854"/>
<Radius>8</Radius>
<Intensity>0.60000002384185791</Intensity>
</c:PointLight>
<c:Transform>
<Position X="-1.36898434" Y="1.37392569" Z="0.620898128"/>
</c:Transform>
<c:Animation>
<AnimationName1>ShootFastRifle</AnimationName1>
<Time1>0.056234247235838808</Time1>
<Speed1>1</Speed1>
<Speed2>1</Speed2>
<AnimationName2>Idl</AnimationName2>
<Weight2>0.5</Weight2>
<Time2>1.8308673495784191</Time2>
<AnimationName3>StrafeRigh</AnimationName3>
<Weight3>0.5</Weight3>
<Time3>0.32167823998061529</Time3>
<Speed3>1</Speed3>
</c:Animation>
<c:Model>
<Resource>Models/Characters/Assault/AssaultAnimations.mesh</Resource>
</c:Model>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="Light">
<Components>
<c:PointLight>
<Radius>8</Radius>
<Intensity>0.80000001192092896</Intensity>
</c:PointLight>
<c:Transform>
<Position X="-0.127636135" Y="1.37392569" Z="-1.52101767"/>
</c:Transform>
</Components>
<Children/>
<Children>
<Entity>
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Red/AssaultWeaponRed.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0" Y="0.803468645" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
@@ -1,41 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="BlendTreeAim" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:Blend>
<Pose1>AimPrimary</Pose1>
<Pose2>AimSecondary</Pose2>
<Weight>0</Weight>
<SubTreeRoot>true</SubTreeRoot>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="AimSecondary">
<Components>
<c:Animation>
<AnimationName>AimSecWepA</AnimationName>
<Time>0.5</Time>
<Loop>false</Loop>
<Additive>true</Additive>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="AimPrimary">
<Components>
<c:Animation>
<AnimationName>AimRifleA</AnimationName>
<Time>0.5</Time>
<Loop>false</Loop>
<Additive>true</Additive>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
@@ -1,445 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="BlendTreeAssault" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:BlendOverride>
<Master>ReloadSwitchBlend</Master>
<Slave>MovementBlend</Slave>
</c:BlendOverride>
<c:Transform/>
</Components>
<Children>
<Entity name="MovementBlend">
<Components>
<c:Blend>
<Pose1>StandCrouchBlend</Pose1>
<Pose2>JumpDashBlend</Pose2>
<Weight>2.5146881298480398e-63</Weight>
<SubTreeRoot>true</SubTreeRoot>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="StandCrouchBlend">
<Components>
<c:Blend>
<Pose1>StandMovement</Pose1>
<Pose2>CrouchMovement</Pose2>
<Weight>0</Weight>
<SubTreeRoot>true</SubTreeRoot>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="CrouchMovement">
<Components>
<c:Blend>
<Pose1>MovementBlend</Pose1>
<Pose2>Idle</Pose2>
<Weight>1</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="MovementBlend">
<Components>
<c:Blend>
<Pose1>Walk</Pose1>
<Pose2>StrafeLRBlend</Pose2>
<Weight>0</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="StrafeLRBlend">
<Components>
<c:Blend>
<Pose1>Left</Pose1>
<Pose2>Right</Pose2>
<Weight>0.033793529385008014</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="Left">
<Components>
<c:Animation>
<AnimationName>CrouchStrafeLeftF</AnimationName>
<Time>0.86105870560012221</Time>
<Speed>1</Speed>
<Play>true</Play>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="Right">
<Components>
<c:Animation>
<AnimationName>CrouchStrafeRightF</AnimationName>
<Time>0.78838016755090479</Time>
<Speed>1</Speed>
<Play>true</Play>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="Walk">
<Components>
<c:Animation>
<AnimationName>CrouchWalkF</AnimationName>
<Time>0.56675415272830776</Time>
<Speed>1</Speed>
<Play>true</Play>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="Idle">
<Components>
<c:Animation>
<AnimationName>CrouchF</AnimationName>
<Time>0.99862473341677438</Time>
<Speed>1</Speed>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="StandMovement">
<Components>
<c:Blend>
<Pose1>MovementBlend</Pose1>
<Pose2>Idle</Pose2>
<Weight>1</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="MovementBlend">
<Components>
<c:Blend>
<Pose1>RunWalkBlend</Pose1>
<Pose2>StrafeLRBlend</Pose2>
<Weight>2.4565650245976452e-16</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="RunWalkBlend">
<Components>
<c:Blend>
<Pose1>Walk</Pose1>
<Pose2>Run</Pose2>
<Weight>1.2938206818383024e-24</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="Walk">
<Components>
<c:Animation>
<AnimationName>WalkF</AnimationName>
<Time>0.071908782138081051</Time>
<Speed>1</Speed>
<Play>true</Play>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="Run">
<Components>
<c:Animation>
<AnimationName>RunF</AnimationName>
<Time>0.34392228616198395</Time>
<Speed>1</Speed>
<Play>true</Play>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="StrafeLRBlend">
<Components>
<c:Blend>
<Pose1>Left</Pose1>
<Pose2>Right</Pose2>
<Weight>0.033793529385008014</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="Left">
<Components>
<c:Animation>
<AnimationName>StrafeLeftF</AnimationName>
<Time>0.25350140317161873</Time>
<Speed>1</Speed>
<Play>true</Play>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="Right">
<Components>
<c:Animation>
<AnimationName>StrafeRightF</AnimationName>
<Time>0.27701693305173336</Time>
<Speed>1</Speed>
<Play>true</Play>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="Idle">
<Components>
<c:Animation>
<AnimationName>IdleF</AnimationName>
<Time>0.07079692416292005</Time>
<Speed>1</Speed>
<Play>true</Play>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="JumpDashBlend">
<Components>
<c:Blend>
<Pose1>Jump</Pose1>
<Pose2>DashBlend</Pose2>
<Weight>1</Weight>
<SubTreeRoot>true</SubTreeRoot>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="Jump">
<Components>
<c:Animation>
<AnimationName>JumpF</AnimationName>
<Time>0.5</Time>
<Speed>1</Speed>
<Loop>false</Loop>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="DashBlend">
<Components>
<c:Blend>
<Pose1>DashFBBlend</Pose1>
<Pose2>DashLRBlend</Pose2>
<Weight>0.014621149736541383</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="DashFBBlend">
<Components>
<c:Blend>
<Pose1>DashForward</Pose1>
<Pose2>DashBackward</Pose2>
<Weight>0.014363533804961248</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="DashForward">
<Components>
<c:Animation>
<AnimationName>DashForwardF</AnimationName>
<Time>1</Time>
<Speed>1</Speed>
<Loop>false</Loop>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="DashBackward">
<Components>
<c:Animation>
<AnimationName>DashBackwardF</AnimationName>
<Time>1</Time>
<Speed>1</Speed>
<Loop>false</Loop>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="DashLRBlend">
<Components>
<c:Blend>
<Pose1>DashLeft</Pose1>
<Pose2>DashRight</Pose2>
<Weight>4.3244885367500671e-16</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="DashLeft">
<Components>
<c:Animation>
<AnimationName>DashLeftF</AnimationName>
<Time>1</Time>
<Speed>1</Speed>
<Loop>false</Loop>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="DashRight">
<Components>
<c:Animation>
<AnimationName>DashRightF</AnimationName>
<Time>1</Time>
<Speed>1</Speed>
<Loop>false</Loop>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="ReloadSwitchBlend">
<Components>
<c:Blend>
<Pose1>ReloadSwitch</Pose1>
<Pose2>WeaponActionBlend</Pose2>
<Weight>1</Weight>
<SubTreeRoot>true</SubTreeRoot>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="ReloadSwitch">
<Components>
<c:Animation>
<AnimationName>ReloadSwitchU</AnimationName>
<Time>0.00030848838797092881</Time>
<Speed>1</Speed>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="WeaponActionBlend">
<Components>
<c:Blend>
<Pose1>IdleBlend</Pose1>
<Pose2>ShootBlend</Pose2>
<Weight>0</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="IdleBlend">
<Components>
<c:Blend>
<Pose1>IdlePrimary</Pose1>
<Pose2>IdleSecondary</Pose2>
<Weight>0</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="IdlePrimary">
<Components>
<c:Animation>
<AnimationName>IdleAssaultRifleU</AnimationName>
<Time>1.4961314671805894</Time>
<Speed>1</Speed>
<Play>true</Play>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="IdleSecondary">
<Components>
<c:Animation>
<AnimationName>IdleSecWepU</AnimationName>
<Time>1.4996565074703767</Time>
<Speed>1</Speed>
<Play>true</Play>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="ShootBlend">
<Components>
<c:Blend>
<Pose1>ShootPrimary</Pose1>
<Pose2>ShootSecondary</Pose2>
<Weight>0</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="ShootPrimary">
<Components>
<c:Animation>
<AnimationName>ShootFastRifleU</AnimationName>
<Time>0.12914212153428517</Time>
<Speed>1</Speed>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="ShootSecondary">
<Components>
<c:Animation>
<AnimationName>ShootSecWepFastU</AnimationName>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
@@ -1,220 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="Hands" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:BlendAdditive>
<Adder>MovementBlend</Adder>
<Receiver>FinalBlend</Receiver>
</c:BlendAdditive>
<c:Model>
<Resource>Models/Characters/Assault/FirstPersonAssaultBlue.mesh</Resource>
</c:Model>
<c:Transform/>
</Components>
<Children>
<Entity name="FinalBlend">
<Components>
<c:Blend>
<Pose1>BlendTreeAssaultWeapon</Pose1>
<Pose2>BlendTreeSecondaryWeapon</Pose2>
<Weight>0</Weight>
<SubTreeRoot>true</SubTreeRoot>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="BlendTreeAssaultWeapon">
<Components>
<c:Blend>
<Pose1>Fire</Pose1>
<Pose2>Reload</Pose2>
<Weight>0</Weight>
<SubTreeRoot>true</SubTreeRoot>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="Reload">
<Components>
<c:Animation>
<AnimationName>ReloadSwitchF</AnimationName>
<Speed>0.5</Speed>
<Loop>false</Loop>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="Fire">
<Components>
<c:Animation>
<AnimationName>ShootRifleF</AnimationName>
<Speed>1</Speed>
<Loop>false</Loop>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="BlendTreeSecondaryWeapon">
<Components>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="MovementBlend">
<Components>
<c:Blend>
<Pose1>Idle</Pose1>
<Pose2>Run</Pose2>
<Weight>0</Weight>
<SubTreeRoot>true</SubTreeRoot>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="Run">
<Components>
<c:Animation>
<AnimationName>RunF</AnimationName>
<Speed>1</Speed>
<Play>true</Play>
<Additive>true</Additive>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="Idle">
<Components>
<c:Animation>
<AnimationName>IdleF</AnimationName>
<Speed>1</Speed>
<Play>true</Play>
<Additive>true</Additive>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="ViewModel">
<Components>
<c:BoneAttachment>
<BoneName>R_Arm_Weapon_Joint</BoneName>
</c:BoneAttachment>
<c:Model>
<Resource>Models/Weapons/Blue/AssaultWeaponBlue.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="0.120748274" Y="-0.228437141" Z="-0.181454718"/>
<Orientation X="0.0104048206" Y="-0.00268219248" Z="0.0428443849"/>
</c:Transform>
</Components>
<Children>
<Entity name="WeaponMuzzle">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/RayBlue.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="0.00800000038" Y="0.0920000076" Z="-0.416000009"/>
<Orientation X="6.2760005" Y="0.00500000035" Z="0.00600000005"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="ReloadSpawner">
<Components>
<c:Spawner>
<EntityFile>Schema/Entities/WeaponAssaultReloadEffectView.xml</EntityFile>
</c:Spawner>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="AmmoHUD">
<Components>
<c:BoneAttachment>
<BoneName>R_Ammo_Joint</BoneName>
<ScaleOffset X="0.5" Y="0.5" Z="1"/>
<InheritScale>true</InheritScale>
</c:BoneAttachment>
<c:Transform>
<Position X="0.0540266186" Y="-0.0954354703" Z="-0.255526125"/>
<Orientation X="0.000684258412" Y="0.077423811" Z="0.00118651299"/>
<Scale X="0.50000006" Y="0.500000477" Z="1.00000083"/>
</c:Transform>
</Components>
<Children>
<Entity name="Background">
<Components>
<c:Sprite>
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
<GlowMap></GlowMap>
<Color A="0.588235319" B="0" G="0" R="0"/>
</c:Sprite>
<c:Transform>
<Position X="0" Y="0" Z="-0.00200000009"/>
<Scale X="0.119999997" Y="0.119999997" Z="0.119999997"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Text">
<Components>
<c:Transform/>
</Components>
<Children>
<Entity name="MagazineAmmo">
<Components>
<c:Text>
<Content>32</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
</c:Text>
<c:TextFieldReader>
<ParentEntityName>PlayerAssault</ParentEntityName>
<ComponentType>AssaultWeapon</ComponentType>
<Field>MagazineAmmo</Field>
</c:TextFieldReader>
<c:Transform>
<Scale X="0.0599999987" Y="0.0599999987" Z="0.0599999987"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="Ammo">
<Components>
<c:Text>
<Content>320</Content>
<Resource>Fonts/DroidSans.ttf,64</Resource>
<Color A="1" B="3.92156863" G="1.17647064" R="0"/>
</c:Text>
<c:TextFieldReader>
<ParentEntityName>PlayerAssault</ParentEntityName>
<ComponentType>AssaultWeapon</ComponentType>
<Field>Ammo</Field>
</c:TextFieldReader>
<c:Transform>
<Position X="5.2833886e-05" Y="-0.0407950208" Z="0"/>
<Scale X="0.0399999991" Y="0.0399999991" Z="0.0399999991"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
@@ -1,159 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity name="Hands" xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:BlendAdditive>
<Adder>MovementBlend</Adder>
<Receiver>FinalBlend</Receiver>
</c:BlendAdditive>
<c:Model>
<Resource>Models/Characters/Defender/FirstPersonDefenderBlue.mesh</Resource>
</c:Model>
<c:Transform/>
</Components>
<Children>
<Entity name="FinalBlend">
<Components>
<c:Blend>
<Pose1>BlendTreeDefenderWeapon</Pose1>
<Pose2>BlendTreeSecondaryWeapon</Pose2>
<Weight>0</Weight>
<SubTreeRoot>true</SubTreeRoot>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="BlendTreeDefenderWeapon">
<Components>
<c:Blend>
<Pose1>ActionBlend</Pose1>
<Pose2>Shield</Pose2>
<Weight>0</Weight>
<SubTreeRoot>true</SubTreeRoot>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="Shield">
<Components>
<c:Animation>
<AnimationName>ActivateDeactiveShieldF</AnimationName>
<Time>1</Time>
<Speed>1</Speed>
<Loop>false</Loop>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="ActionBlend">
<Components>
<c:Blend>
<Pose1>Idle</Pose1>
<Pose2>ActionBlend2</Pose2>
<Weight>0</Weight>
<SubTreeRoot>true</SubTreeRoot>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="Idle">
<Components>
<c:Animation>
<AnimationName>IdleF</AnimationName>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="ActionBlend2">
<Components>
<c:Blend>
<Pose1>Fire</Pose1>
<Pose2>Reload</Pose2>
<Weight>0</Weight>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="Fire">
<Components>
<c:Animation>
<AnimationName>ShootShotgunF</AnimationName>
<Time>0.5</Time>
<Speed>1</Speed>
<Loop>false</Loop>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="Reload">
<Components>
<c:Animation>
<AnimationName>ShotgunReloadTwoF</AnimationName>
<Time>0.23333333432674408</Time>
<Speed>1</Speed>
<Loop>false</Loop>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Entity name="BlendTreeSecondaryWeapon">
<Components>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity name="MovementBlend">
<Components>
<c:Blend>
<Pose1>Idle</Pose1>
<Pose2>Run</Pose2>
<Weight>0</Weight>
<SubTreeRoot>true</SubTreeRoot>
</c:Blend>
<c:Transform/>
</Components>
<Children>
<Entity name="Run">
<Components>
<c:Animation>
<AnimationName>RunF</AnimationName>
<Time>0.93061516164344571</Time>
<Speed>1</Speed>
<Play>true</Play>
<Additive>true</Additive>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
<Entity name="Idle">
<Components>
<c:Animation>
<AnimationName>IdleF</AnimationName>
<Time>0.11396167157691739</Time>
<Speed>1</Speed>
<Play>true</Play>
<Additive>true</Additive>
</c:Animation>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>

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