Compare commits

..

332 Commits

Author SHA1 Message Date
stiffly e0a1550acd You can now choose if you want to become a client or a server from the menu. 2016-03-11 11:49:38 +01:00
stiffly 7d4b9927d8 Now start a server on Host button. 2016-03-11 11:05:37 +01:00
stiffly 0ee3385e96 WIP now subscribing to the created event in game.cpp. 2016-03-10 14:34:13 +01:00
stiffly d7f166b8ae WIP added an event to become a server. changed xml file. 2016-03-10 14:12:08 +01:00
stiffly 28de31d84d FIX #196: Some variables had not been properly initialized and would cause the game to crash. 2016-03-10 13:28:38 +01:00
Jace e9ef0e7060 Disabled GLERROR macro for release builds 2016-03-10 13:19:26 +01:00
Jace 416f55b6ce Merge pull request #196 from teamfisk/RendererBugFixes
Fixed on window resize memory leak
2016-03-10 13:11:23 +01:00
Jace 0346f81234 Renderer resizing updated to send EResolutionChanged when the resolution is updated so cameras can update their aspect ratio and have a correct FOV. Renderer::SetResolution actually changes the resolution now too. 2016-03-10 13:09:34 +01:00
Teejoon a6ef026db5 Fixed on window resize memory leak 2016-03-10 12:27:25 +01:00
Viktor Ljung f26b24ef6b Merge pull request #195 from teamfisk/AnimationPickingFixes
Forgot one console spammer
2016-03-10 10:49:05 +01:00
viktorljung b0e9cd3965 Forgot one console spammer 2016-03-10 10:47:58 +01:00
Adam Byléhn 5e747f53db Merge pull request #194 from teamfisk/AnimationPickingFixes
Animation picking fixes
2016-03-10 10:33:29 +01:00
Jace 012420b4da Merge branch 'master' of github.com:teamfisk/TacticalZ 2016-03-09 23:07:44 +01:00
viktorljung 3a213be679 Picking on animated models fixed 2016-03-09 23:06:53 +01:00
Jace 50b0a091ec Fixed editor widgets to take scale of the entity into account when they're moved 2016-03-09 22:45:55 +01:00
viktorljung 4e6ff16e58 Shadows for animated models and removed spam in console 2016-03-09 22:43:04 +01:00
Jace 727b6ba871 Fixed Transform::AbsolutePosition to take scale into account properly maybe? 2016-03-09 22:04:13 +01:00
Jace e11cdaa662 Removed forced player color on spawn 2016-03-09 20:11:07 +01:00
Tobias Dahl d393f9ade1 Merge pull request #180 from teamfisk/Shadows
Shadows
2016-03-09 19:55:41 +01:00
FakeShemp e25c9ee690 Merge remote-tracking branch 'origin/master' into Shadows
# Conflicts:
#	include/Engine/Rendering/DrawFinalPass.h
#	include/Engine/Rendering/Renderer.h
#	resources/Shaders/ForwardPlus.vert.glsl
#	resources/Shaders/ForwardPlusSkinned.vert.glsl
#	src/Engine/Rendering/Renderer.cpp
2016-03-09 19:38:55 +01:00
Jace fce6e90f3c First person assault weapon idle animation now correct 2016-03-09 19:07:02 +01:00
antc13 07d85bacf6 Added file extension to CP_Rocky2 & moved spawn points on the Y axis. 2016-03-09 18:57:45 +01:00
antc13 15c1b238ef Merge branch 'master' of https://github.com/teamfisk/TacticalZ 2016-03-09 18:46:43 +01:00
antc13 b8839551a4 Created the map CP_Rocky2 but beware, it's still WIP. 2016-03-09 18:46:26 +01:00
Jace ce58fac6ba Merge pull request #192 from teamfisk/Movement
Movement
2016-03-09 18:37:56 +01:00
viktorljung 1bfd0cce5e Idel 2016-03-09 18:36:53 +01:00
viktorljung 60ff53112e Merge remote-tracking branch 'origin/master' into Movement 2016-03-09 18:27:36 +01:00
viktorljung d42d886dcc 3rd person animations synced with 1st person animations 2016-03-09 18:27:09 +01:00
Jace 1f14087734 Merge branch 'master' of github.com:teamfisk/TacticalZ 2016-03-09 18:02:11 +01:00
Jace 0b58f32f32 Fixed third person animations over network 2016-03-09 18:01:32 +01:00
Tobias Dahl 48d9463bd3 Merge pull request #190 from teamfisk/RendererBugFixes
Renderer bug fixes
2016-03-09 18:01:02 +01:00
Teejoon 974d9101bd Merge remote-tracking branch 'origin/master' into RendererBugFixes
Conflicts:
	assets
2016-03-09 17:50:42 +01:00
Tobias Dahl 07cb025de3 Merge pull request #188 from teamfisk/FriendlyHost/Join
User friendly server join
2016-03-09 17:49:39 +01:00
stiffly fdc37a9fe9 Loads the correct menu 2016-03-09 17:49:04 +01:00
stiffly 99ccca6273 Merge remote-tracking branch 'origin/master' into FriendlyHost/Join 2016-03-09 17:38:37 +01:00
Adam Byléhn e9717c68bd Merge pull request #191 from teamfisk/Menu
Menu
2016-03-09 17:38:18 +01:00
Tleety d093284569 Rename variable 2016-03-09 17:37:40 +01:00
Teejoon 85e63acda0 removed standarduniforms 2016-03-09 17:36:30 +01:00
Tleety 7e7d98eaae Merge remote-tracking branch 'origin/master' into Menu 2016-03-09 17:24:41 +01:00
Tleety 1104166039 TextureSprite Resource that use GL_NEAREST for sampling aswell as some StartMenu changes 2016-03-09 17:24:21 +01:00
Teejoon fad93ca5aa Merge remote-tracking branch 'origin/master' into RendererBugFixes
Conflicts:
	include/Engine/Rendering/DrawFinalPass.h
2016-03-09 16:54:26 +01:00
Teejoon 91cad561a4 Some more optimization and fixed sorting of render job objects in RenderSystem 2016-03-09 16:51:24 +01:00
Jace 3ea1177425 Merge pull request #189 from teamfisk/Weapons
Basically complete Assault Weapon
2016-03-09 16:17:00 +01:00
viktorljung 7141756992 Merge remote-tracking branch 'origin/Weapons' into Movement
# Conflicts:
#	resources/Schema/Entities/Player.xml
#	resources/Schema/Entities/PlayerAssaultBlue.xml
#	resources/Schema/Entities/PlayerAssaultFallbackBlue.xml
#	resources/Schema/Entities/PlayerAssaultFallbackRed.xml
#	resources/Schema/Entities/PlayerAssaultRed.xml
#	resources/Schema/Entities/aaaatestremoveme.xml
#	resources/Schema/Entities/aim_rays.xml
2016-03-09 15:59:36 +01:00
viktorljung de125663fd Merge remote-tracking branch 'origin/master' into Movement
# Conflicts:
#	assets
#	resources/Schema/Entities/Player.xml
#	resources/Schema/Entities/PlayerAssaultFallbackBlue.xml
#	resources/Schema/Entities/PlayerAssaultFallbackRed.xml
#	resources/Schema/Entities/PlayerAssaultRed.xml
#	resources/Schema/Entities/aaaatestremoveme.xml
#	resources/Schema/Entities/aim_rays.xml
#	src/Engine/Rendering/BoneAttachmentSystem.cpp
2016-03-09 15:54:00 +01:00
Jace 34e551663f Merge remote-tracking branch 'origin/master' into Weapons
# Conflicts:
#	assets
#	resources/Schema/Entities/Player.xml
#	resources/Schema/Entities/PlayerAssaultFallbackBlue.xml
#	resources/Schema/Entities/PlayerAssaultFallbackRed.xml
#	resources/Schema/Entities/PlayerAssaultRed.xml
#	resources/Schema/Entities/aaaatestremoveme.xml
#	resources/Schema/Entities/aim_rays.xml
2016-03-09 15:52:13 +01:00
stiffly fa0b52caec When you disconnect you will delete the world and return to the menu. 2016-03-09 15:49:42 +01:00
Jace 9d368348d5 Updated 3rd person and 1st person animation trees for assault to allow for third person weapon animations 2016-03-09 15:48:57 +01:00
Tleety 49040e9c4b StartMenu system now sets the main menu camera to active as long as it exists. 2016-03-09 15:29:42 +01:00
Tleety a76a04260f StartSystem skeleton and some changes to the StartMenu 2016-03-09 15:10:54 +01:00
stiffly 1211888ce1 The world is deleted upon connection to a server. 2016-03-09 15:10:32 +01:00
stiffly 877defdfee Merge remote-tracking branch 'origin/master' into FriendlyHost/Join 2016-03-09 14:47:24 +01:00
stiffly 6f69b52358 Merge remote-tracking branch 'origin/Menu' into FriendlyHost/Join 2016-03-09 14:34:41 +01:00
Tleety 500ebfa08c Menu should now show the correct server IP instead of default.
Start of a StartMenu entity that will show when the game is started.
2016-03-09 14:34:02 +01:00
stiffly 09171a1a18 WIP connect from menu 2016-03-09 14:33:20 +01:00
Jace ee4db3c12f Merge pull request #187 from teamfisk/BoneAttachmentFix
Inverse seems to be the same as -w
2016-03-09 14:32:27 +01:00
viktorljung ddde50b690 Inverse seems to be the same as -w 2016-03-09 14:27:50 +01:00
Jace 4c184b8f44 Merge pull request #186 from teamfisk/BoneAttachmentFix
BoneAttachments now working perfectly
2016-03-09 13:51:51 +01:00
viktorljung 555b19c41d BoneAttachments now working perfectly 2016-03-09 13:49:28 +01:00
William Moberg 4ae39dcc36 Merge pull request #182 from teamfisk/DamageIndicator
Friendly fire gives no DamageIndicator
2016-03-09 13:26:57 +01:00
stiffly 67ccb5bee5 Merge remote-tracking branch 'origin/master' into FriendlyHost/Join 2016-03-09 13:23:31 +01:00
viktorljung 70ec075887 3rd person aim improvements 2016-03-09 13:19:56 +01:00
Adam Byléhn 31ed606ef9 Merge pull request #183 from teamfisk/Menu
Menu
2016-03-09 12:33:36 +01:00
Tleety c9c462f695 The console now print some info when you are trying to connect to server 2016-03-09 12:31:37 +01:00
Tleety 704242597a Merge remote-tracking branch 'origin/master' into Menu
# Conflicts:
#	resources/Schema/Components.xsd
#	resources/Schema/Entities/NewMapWSpectatorCam.xml
#	resources/Schema/Types/Entity.xsd
#	src/Game/Game.cpp
2016-03-09 11:49:42 +01:00
Tobias Dahl 00478b4f12 Merge pull request #184 from teamfisk/TeamPickCamera
Tiny compiler bug fix.
2016-03-09 11:46:30 +01:00
William Moberg f24a5a36b4 Tiny compiler bug fix. 2016-03-09 11:44:07 +01:00
Tobias Dahl 697da620d3 Merge pull request #179 from teamfisk/TeamPickCamera
Spectator camera system
2016-03-09 11:41:05 +01:00
William Moberg 534d6639e5 Class enum instead of hardcoded ints.
Removed superfluous .Valid() checks.

Check for spectator spawnrequest in case they somehow has a class, so we don't get "x players were supposed to be spawned but failed" if it happens.
2016-03-09 11:35:32 +01:00
William Moberg b782e73556 Falsified DepthSort for SpectatorCamera buttons and CP-HUD elements. 2016-03-09 10:56:05 +01:00
verysecrethero 6456df8ce1 DamageIndicator is now disabled for Friendly fire 2016-03-09 10:44:08 +01:00
stiffly c1f38a71ba Merge remote-tracking branch 'origin/master' into FriendlyHost/Join 2016-03-09 10:12:57 +01:00
stiffly d7c30450dc Should now read servername from config. 2016-03-09 10:08:23 +01:00
Tobias Dahl 30e1c2c247 Merge pull request #178 from teamfisk/NetworkComponent
Network component
2016-03-09 10:04:40 +01:00
stiffly 4abe73eae7 Merge remote-tracking branch 'origin/master' into FriendlyHost/Join 2016-03-09 10:00:44 +01:00
Tleety 95f68cc888 ConnectRequest event and some other shit 2016-03-08 22:24:32 +01:00
William Moberg 6c673db2f4 Merge branch 'TeamPickCamera' of github.com:teamfisk/TacticalZ into TeamPickCamera 2016-03-08 19:24:55 +01:00
William Moberg 7bc3c9f7b1 Don't force to spectator camera if player presses pickTeam/Class prematurely. Players team should be remembered after picked, spawn request is not erased anymore. 2016-03-08 18:26:17 +01:00
Tleety 3394d65055 Servers now show up in the server list. 2016-03-08 18:13:21 +01:00
verysecrethero 7ee4ea637b Merge remote-tracking branch 'origin/master' into TeamPickCamera 2016-03-08 17:30:22 +01:00
William Moberg e5dba6604b Merge pull request #181 from teamfisk/AmmoPickup
AmmoPickupSystem should now be able to give ammo to all classtypes
2016-03-08 17:09:37 +01:00
Tleety 280de0e984 Merge remote-tracking branch 'origin/FriendlyHost/Join' into Menu
# Conflicts:
#	include/Game/Systems/MainMenuSystem.h
#	src/Engine/GUI/MainMenuSystem.cpp
2016-03-08 17:03:50 +01:00
stiffly 17e2ebeaa7 Merge remote-tracking branch 'origin/master' into FriendlyHost/Join
# Conflicts:
#	include/Engine/Network/Client.h
2016-03-08 16:59:24 +01:00
Tleety 1d8b5abfde Fuck aff 2016-03-08 16:53:35 +01:00
Tleety ba9208085b WIP 2016-03-08 16:52:56 +01:00
verysecrethero 52d3cb3ebf GetPlayerAmmo is now a SetPlayerAmmo instead to fix some potential problems if the player has no weapon at all 2016-03-08 16:33:08 +01:00
Teejoon d51bea798a Merge remote-tracking branch 'origin/Render_Optimization' into RendererBugFixes 2016-03-08 16:20:23 +01:00
Teejoon 155d700a44 WIP 2016-03-08 16:19:56 +01:00
Tleety f8ab52c72c WIP 2016-03-08 16:15:54 +01:00
verysecrethero e43a7be7db DamageIndicatorSystem now works for singleplayer again. Friendly fire DamageIndicator is now black color. 2016-03-08 15:55:51 +01:00
viktorljung f934f972e8 Merge remote-tracking branch 'origin/Weapons' into Movement
# Conflicts:
#	resources/Schema/Entities/PlayerDefenderBlue.xml
2016-03-08 14:34:21 +01:00
viktorljung 8d1877321a Fixed BoneAttachment offset rotation 2016-03-08 14:32:50 +01:00
Tleety a0ca4df3be Some server list components and entities. 2016-03-08 13:29:21 +01:00
viktorljung f77a610519 Dash now looking good 2016-03-08 13:26:01 +01:00
William Moberg d7f09b1a8f Added clickable buttons to switch to class/team screens, as a better alternative to Comma/Period on the keyboard. 2016-03-08 11:59:15 +01:00
verysecrethero 68b0175b3d Merge remote-tracking branch 'origin/master' into AmmoPickup 2016-03-08 11:54:57 +01:00
verysecrethero 0e0a486c01 AmmoPickupSystem should now be able to give ammo to all classtypes 2016-03-08 11:48:54 +01:00
viktorljung 2ba245368b Improved movement animaitons
Added a SetBlendWeight event that sets the weight for all nodes with a name.
2016-03-08 11:21:40 +01:00
Teejoon 82a7ff2ec3 Merge remote-tracking branch 'origin/master' into RendererBugFixes 2016-03-08 11:18:25 +01:00
Teejoon e902110d4b Commiting the files since they didn't get commited 2016-03-08 11:16:56 +01:00
Teejoon 13aa476656 Sets most texture to 0 when variable is initialized 2016-03-08 11:16:20 +01:00
Tleety 01f29b6d4e Blur behind buttons/sprites should now be working as intended. 2016-03-08 11:14:09 +01:00
William Moberg 3436ba6656 Merge pull request #177 from teamfisk/AmmoPickup
Fixed some systems added twice in Game.cpp
2016-03-08 09:46:36 +01:00
Tleety 6b7f598c4d WIP 2016-03-07 23:35:58 +01:00
Tleety 5c0d9070c7 WIP 2016-03-07 23:25:06 +01:00
Jace 77b9112f55 Since I overwrote the assets I was sent with a now reverted commit, Defender weapon reload animations won't work until it's exported properly 2016-03-07 20:04:22 +01:00
Jace 7b0f887332 fixup! fixup! Disabled InputCommand processing while you fiddle with editor UI elements 2016-03-07 19:59:57 +01:00
FakeShemp e494f6a495 Merge branch 'master' into Shadows 2016-03-07 19:46:04 +01:00
FakeShemp 2049d630e9 Revert "Revert "Shadows""
This reverts commit 73b8bff1f3.
2016-03-07 19:45:46 +01:00
Jace 3fda25b604 Working first person animations for AssaultWeapon and DefenderWeapon and reload effect for AssaultWeapon 2016-03-07 19:38:49 +01:00
Jace 67ce6c5ae6 Added Speed and Delay fields to explosion effect. 2016-03-07 19:38:02 +01:00
Jace 1a403b9b88 TextFieldReader now loops through parents if the entity field was empty and the current entity didn't have a component of that type. 2016-03-07 17:55:00 +01:00
Jace f923872e51 fixup! Disabled InputCommand processing while you fiddle with editor UI elements 2016-03-07 17:54:01 +01:00
Jace abc447b937 Updated snapshot filter to ignore the new animation components 2016-03-07 17:53:47 +01:00
Jace 8bcb15a128 Disabled InputCommand processing while you fiddle with editor UI elements 2016-03-07 17:53:32 +01:00
Jace b000bb2597 Cleaned up old entities 2016-03-07 17:53:11 +01:00
Teejoon fd994ca93d Deleting texture thats getting rended too. 2016-03-07 17:52:47 +01:00
William Moberg fcf87104c3 Replaced test textures for class picking with more proper icons. 2016-03-07 17:50:03 +01:00
William Moberg 1516ed8e2d Removed debug logging. PlayerID in InputCommands from buttons is corrected. 2016-03-07 17:35:01 +01:00
stiffly 9e8df340b3 Merge remote-tracking branch 'origin/master' into NetworkComponent
# Conflicts:
#	src/Engine/Network/Server.cpp
2016-03-07 17:21:24 +01:00
verysecrethero 2cfbe0f785 Merge remote-tracking branch 'origin/master' into AmmoPickup 2016-03-07 17:17:51 +01:00
verysecrethero fc3a3a8f2e Fixed a crashbug in Ammo/HealthPickup which was actually caused by systems being added twice in Game.cpp. This is also a possible fix for DamageIndicator,Capturepoint,TextField,KillFeed 2016-03-07 17:16:18 +01:00
stiffly b629ed5e2b Updated some known xml entities that should be send in snapshots. 2016-03-07 17:15:56 +01:00
stiffly f00fb836fb Oops. 2016-03-07 17:10:13 +01:00
stiffly 13c3bcb290 Now only entities with NetworkComponent will be send in Snapshots. 2016-03-07 16:52:51 +01:00
Tleety 7de95d4cb5 Mainmenu entity 2016-03-07 16:34:56 +01:00
stiffly f585f9ada9 Created the NetworkComponent xml file 2016-03-07 16:11:19 +01:00
Tobias Dahl 3edc2f4819 Merge pull request #174 from teamfisk/CapturePointFixBranch
CapturePoints now have red/blue/spectator model-children
2016-03-07 15:25:22 +01:00
William Moberg 962521fa59 Merge branch 'master' into TeamPickCamera
# Conflicts:
#	src/Game/Systems/PlayerDeathSystem.cpp
2016-03-07 15:20:46 +01:00
Adam Byléhn 9c3fa25834 Merge pull request #176 from teamfisk/PlayerHUD
Player hud
2016-03-07 15:14:37 +01:00
William Moberg 282e0bf7c4 Only set spectator camera if player haven't spawned already. Don't spawn player if they switch to class pick screen. 2016-03-07 15:05:37 +01:00
verysecrethero 3eaad275ba New CapturePointAddition fixed to work on Network by Joachim 2016-03-07 14:50:31 +01:00
Tleety 47ece6a5bf Changed shield component to track Active, so it and sprint glow full if they are active.
Changed how reflections are calculated with light.
2016-03-07 14:42:50 +01:00
verysecrethero 64df3fd7ad CapturePoints now have red/blue/spectator model-children 2016-03-07 14:30:27 +01:00
Teejoon b38ebbe676 Shadows now working on NVIDIA cards too 2016-03-07 14:00:08 +01:00
Tleety 99d663d5a2 ShiftIcon should now track ability depending on what ability the player has and change icon accordingly. 2016-03-07 13:55:37 +01:00
Tleety 388fe7c259 Fixed some stuff on the player HUD 2016-03-07 11:28:10 +01:00
Tobias Dahl 46d7c8bea4 Merge pull request #172 from teamfisk/ScoreBoard
Score board
2016-03-07 11:09:17 +01:00
Tleety c7099de9e4 Merge remote-tracking branch 'origin/master' into ScoreBoard
# Conflicts:
#	assets
2016-03-07 10:58:55 +01:00
Tleety cb9dad5c67 Merge remote-tracking branch 'origin/master' into ScoreBoard 2016-03-07 10:49:57 +01:00
Tleety a8f2d0a8e6 Some assets, some fixes to the scoreboard 2016-03-07 10:48:46 +01:00
Jace b7a7f7fd5e ???? 2016-03-04 15:02:01 +01:00
Jace 434ff1e7eb ???? 2016-03-04 10:06:49 +01:00
William Moberg 0dfe00b406 Unlocks mouse when changing to SpectatorCamera and locking when respawning. 2016-03-04 09:49:27 +01:00
Jace e58b5ffd6f Merge remote-tracking branch 'origin/Movement' into Weapons
# Conflicts:
#	resources/Schema/Entities/Player.xml
#	src/Game/Systems/Weapon/AssaultWeaponBehaviour.cpp
2016-03-04 09:43:34 +01:00
Jace 4557455e49 HUD stuff 2016-03-04 09:41:12 +01:00
viktorljung c1f5cf65a7 Movement animations 2016-03-04 09:39:16 +01:00
Jace a8ad85b004 Merge remote-tracking branch 'origin/IconsForPlaytest' into Weapons 2016-03-04 09:39:11 +01:00
Jace 3ac8a5c7ef Working map 2016-03-04 09:38:38 +01:00
Jace ebd4c58c41 "Fixed" weapon spawning over network 2016-03-04 09:23:18 +01:00
Jace 42cccfbac0 Merge branch 'Weapons' of github.com:teamfisk/TacticalZ into Weapons
# Conflicts:
#	assets
#	src/Game/Systems/Weapon/AssaultWeaponBehaviour.cpp
2016-03-04 08:56:58 +01:00
Jocke e2674d915e Constrained weapon behavior to client side only 2016-03-04 08:55:55 +01:00
Jace 2b55450c18 Cray cray weapons 2016-03-04 08:54:59 +01:00
viktorljung 7ba0e4ea9d Run, Strafe and jump animations now playing 2016-03-04 08:35:02 +01:00
William Moberg 7a2f1ac9fd Merge branch 'Weapons' into TeamPickCamera 2016-03-04 08:34:27 +01:00
Jocke d78a7e20e2 Merge branch 'master' into Weapons 2016-03-04 08:29:33 +01:00
Jocke 5b80ba4398 Made 3 new healthHUDs 1 for each class. 2016-03-04 08:22:48 +01:00
William Moberg 03843774d7 Moved buttons and fixed so you can't spawn with no class. 2016-03-04 07:01:47 +01:00
William Moberg 2ecc53ecca Merge branch 'master' into TeamPickCamera
# Conflicts:
#	src/Game/Game.cpp
2016-03-04 05:58:49 +01:00
William Moberg 06614aa907 SpectatorCameraSystem handles the overwatch cameras. Set camera to a class pick screen when connecting. Cannot spawn until both team and class has been picked.
Preparations for class aware PlayerSpawnSystem.
2016-03-04 05:41:29 +01:00
Jocke 2187df080a Merge branch 'master' into IconsForPlaytest 2016-03-04 05:17:54 +01:00
Jocke eec40b6519 We can now read larger packets than 65536 bytes in TCPClient::readBuffer() 2016-03-04 05:10:18 +01:00
Jace 177667eef5 The only working branch ever 2016-03-04 05:02:25 +01:00
antc13 1f047ea300 Latest Map version (Hopefully) Now with textures. Made some very minor tweaks as well, by removing duplicated meshes. 2016-03-04 04:22:04 +01:00
Joachim Pettersson e6472b9745 Merge pull request #170 from teamfisk/ScoreBoard
I Hope To God That This Works.
2016-03-04 04:03:46 +01:00
Tleety 19ee66fc75 Fix 2016-03-04 03:57:37 +01:00
Tobias Dahl 7675af1ef6 Merge pull request #168 from teamfisk/SniperSprintBranch
Sniper sprint effect
2016-03-04 03:31:53 +01:00
Jocke 2507516a85 Tweaked values for the effect to look better 2016-03-04 03:28:58 +01:00
Jocke 0398006fdc added safety ifs and renamed dasheffect to sprinteffect 2016-03-04 03:19:41 +01:00
Jace dbafab2cef fixup! First attempt at AssaultWeapon animations! 2016-03-04 03:07:36 +01:00
Tleety 103fe98fe2 KD now updated 2016-03-04 03:06:42 +01:00
Jace 609f6619a6 Merge remote-tracking branch 'origin/Animations' into Weapons 2016-03-04 03:04:36 +01:00
Jace 03ea9bcf40 fixup! Duration no longer needed 2016-03-04 03:00:03 +01:00
Jace d37b7c2277 fixup! First attempt at AssaultWeapon animations! 2016-03-04 02:55:19 +01:00
viktorljung 1bd71931b8 Fixed crash when trying to blend to a nonexistent node 2016-03-04 02:53:23 +01:00
Tleety 0e95c5bb95 Fixes 2016-03-04 02:52:04 +01:00
Jace b7fa7f9119 Duration no longer needed 2016-03-04 02:50:03 +01:00
Jace 608e339172 Merge remote-tracking branch 'origin/Animations' into Weapons 2016-03-04 02:48:41 +01:00
Jace 3a8f7c5d03 First attempt at AssaultWeapon animations! 2016-03-04 02:48:03 +01:00
viktorljung 1ff91a5c5d fixup! Blend duration can now be 0.0
Commited input test stuff
2016-03-04 02:30:05 +01:00
viktorljung 49802fed91 Blend duration can now be 0.0 2016-03-04 02:24:13 +01:00
Tleety 45991000ae Removed unused code 2016-03-04 02:20:42 +01:00
Tleety 778bbd13ca double's should now be displayed with only 1 decimal. 2016-03-04 02:19:13 +01:00
viktorljung 1616fb20d1 Skinned meshes now in T-Pose when not it's blendtree is null 2016-03-04 02:03:50 +01:00
Tleety 00b5a1771c Should now work fully, not KD tho 2016-03-04 01:34:29 +01:00
antc13 86306b3132 Merge branch 'master' of https://github.com/teamfisk/TacticalZ
# Conflicts:
#	resources/Schema/Entities/NewMap2version2.xml
2016-03-04 01:15:42 +01:00
Tleety 66374b7ff9 Should now track score correctly 2016-03-04 00:21:01 +01:00
Tleety fe7c1dd808 Merge remote-tracking branch 'origin/DeathEventUsesPlayerID' into ScoreBoard
# Conflicts:
#	include/Engine/Network/Server.h
2016-03-03 23:56:57 +01:00
Tleety 118d61c711 Should now remove players from scoreboard if they disconnect 2016-03-03 23:55:52 +01:00
Jace 4dd46e2e21 Merge branch 'master' into Weapons 2016-03-03 23:46:46 +01:00
Jace 7e6d32aaec Fixed AssaultWeapon reload logic 2016-03-03 23:45:28 +01:00
Jace 9426942988 Merge pull request #169 from teamfisk/Animations
Animations
2016-03-03 23:45:24 +01:00
stiffly 2167b6f7b1 Fix for previous commit.. 2016-03-03 23:43:50 +01:00
viktorljung bebdacabb4 Clean up 2016-03-03 23:41:08 +01:00
viktorljung 66c8a17b17 Merge remote-tracking branch 'origin/master' into Animations
# Conflicts:
#	resources/Schema/Types/Entity.xsd
2016-03-03 23:21:14 +01:00
viktorljung e3fbd2082c BlendQueues fully working 2016-03-03 23:20:13 +01:00
Jace 217c3fe55c Fixes 2016-03-03 22:58:45 +01:00
Tleety 0a21fe15dd Merge remote-tracking branch 'origin/master' into ScoreBoard
# Conflicts:
#	resources/Schema/Components.xsd
#	resources/Schema/Entities/Player.xml
#	resources/Schema/Types/Entity.xsd
2016-03-03 22:56:39 +01:00
Tleety 011aa53bc0 ScoreScreen things 2016-03-03 22:55:18 +01:00
stiffly 714665f0a3 Updated the PlayerID getter in Server.cpp. 2016-03-03 22:55:12 +01:00
stiffly 8466a282b7 The server will now parse a death event and pass it forward with a KillDeath event to the score system. 2016-03-03 22:48:42 +01:00
Jace 80ad76c023 Merge branch 'Playtest2-Fallback' of github.com:teamfisk/TacticalZ into Playtest2-Fallback 2016-03-03 22:25:46 +01:00
Jace c84d7ebb8f PlayerAssaultFallbackBlue and PlayerAssaultFallbackRed 2016-03-03 22:25:07 +01:00
Jocke ae13a2db6b Player cannot see their own sprint effect. 2016-03-03 22:09:51 +01:00
Jocke 984b8ad3e9 SprintEffect defaults to 30% extra speed. 2016-03-03 21:57:27 +01:00
Tleety f5ea4e06c7 Map 2016-03-03 21:37:18 +01:00
Jocke b1148c0c6c Added a afterimage SprintEffect for the Sniper. 2016-03-03 21:24:31 +01:00
viktorljung 68332102ea Can now blend non unique nodes 2016-03-03 21:20:55 +01:00
Jace 6532e9896e fixup! Playtest 2 Fallback Map 2016-03-03 21:05:21 +01:00
Jace e24a0b127b Added Ability cooldown UI and missing texture 2016-03-03 20:59:30 +01:00
Tleety 00c585de3c Score should now track to all clients 2016-03-03 20:45:16 +01:00
Jace c0e160833c Playtest 2 Fallback Map 2016-03-03 20:43:28 +01:00
Jace cbb2ec2fd6 Unique ids for entity nodes in the editor to prevent weird behaviour when multiple entities have the same name 2016-03-03 20:43:28 +01:00
Jace c467d54d44 Merge pull request #167 from teamfisk/Weapons
Working Assault Weapon
2016-03-03 20:43:13 +01:00
Jace 0e5810d39e Merge branch 'master' into Weapons 2016-03-03 20:41:50 +01:00
Jace eba296196c Merge remote-tracking branch 'origin/master' into Weapons
# Conflicts:
#	src/Game/Game.cpp
2016-03-03 20:05:10 +01:00
Jace b2371f4a43 Working AssaultWeapon 2016-03-03 20:00:42 +01:00
maqu14 f1c5df1418 Merge branch 'master' of github.com:teamfisk/TacticalZ 2016-03-03 19:58:53 +01:00
Jocke a5c1e34b8d Merge remote-tracking branch 'origin/master' into SniperSprintBranch 2016-03-03 18:49:42 +01:00
Jace e55a399bad Merge pull request #165 from teamfisk/PickClassCamera
Pick class camera
2016-03-03 18:41:04 +01:00
Jocke 06b7052bf2 Merge remote-tracking branch 'origin/master' into SniperSprintBranch 2016-03-03 18:26:47 +01:00
Joachim Pettersson 2dfcd3ad95 Merge pull request #158 from teamfisk/SniperSprintBranch
Looks good// William
2016-03-03 18:25:38 +01:00
Adam Byléhn 44924ea1f9 Merge pull request #166 from teamfisk/FixNetworkBugs
Hot fix: Infinite loop when a player disconnected from the server.
2016-03-03 18:22:13 +01:00
verysecrethero be331cb778 fixed 2016-03-03 18:05:10 +01:00
viktorljung a3494b92c8 Blending queues now working 2016-03-03 17:48:25 +01:00
verysecrethero a72dc94d5d Merge branch 'SniperSprintBranch' of github.com:teamfisk/TacticalZ into SniperSprintBranch
# Conflicts:
#	include/Engine/Input/FirstPersonInputController.h
2016-03-03 17:35:17 +01:00
verysecrethero c5f3bfc0cd Fixed the stuff in comments 2016-03-03 17:33:41 +01:00
William Moberg 98366ec038 PickClass used for class-picking, SwapToClassPick to swap camera. 2016-03-03 16:59:17 +01:00
William Moberg 398bc725b6 When pick class buttons are clicked they send an InputCommand, not an ButtonClicked event. 2016-03-03 16:32:24 +01:00
Tleety 3e9ad7dc14 Merge remote-tracking branch 'origin/master' into ScoreBoard 2016-03-03 15:57:26 +01:00
Tobias Dahl fe36e8b423 Merge pull request #164 from teamfisk/FixNetworkBugs
Fixed invisible players and connect crash.
2016-03-03 15:57:02 +01:00
Tleety 8b86c73ecc Merge remote-tracking branch 'origin/FixNetworkBugs' into ScoreBoard 2016-03-03 15:49:15 +01:00
William Moberg 8859f652b9 Input ClassPick now switches to a camera with class buttons, they do nothing now and have test textures. 2016-03-03 15:48:55 +01:00
Tleety c125f8c5f5 Merge branch 'master' into ScoreBoard 2016-03-03 15:18:46 +01:00
FakeShemp 315eac1af9 try not to assume things. 2016-03-03 15:10:27 +01:00
FakeShemp 4ee52b74bf Fix broken shader in. 2016-03-03 15:04:10 +01:00
FakeShemp d2f47e754f Remove shitty commented out thingie causing an error 2016-03-03 14:46:01 +01:00
Tobias Dahl bfcf7b240e Merge pull request #163 from teamfisk/revert-145-Shadows
Revert "Shadows"
2016-03-03 14:25:10 +01:00
Tobias Dahl 73b8bff1f3 Revert "Shadows" 2016-03-03 14:24:43 +01:00
Tleety ed1d203c72 Merge branch 'master' into ScoreBoard 2016-03-03 14:07:44 +01:00
Tobias Dahl 1deb506fb2 Merge pull request #145 from teamfisk/Shadows
Shadows
2016-03-03 14:06:48 +01:00
viktorljung 8957b0b464 Merge remote-tracking branch 'origin/master' into Animations 2016-03-03 14:05:43 +01:00
Tleety f4983cf961 WIP 2016-03-03 13:53:40 +01:00
Jace 1210c91535 Added Gameplay.AutoReload bool to config 2016-03-03 13:51:47 +01:00
maqu14 2cd39c7188 New map version (NewMap2version4NEW) 2016-03-03 13:31:17 +01:00
maqu14 9c1a638a41 New map (NewMap2version4NEW) 2016-03-03 13:28:18 +01:00
Tleety 96bc5db7bb Merge commit '0e8b97dbbade6bb39c6f2b8af6c1cfc43ce67cde' into ScoreBoard
# Conflicts:
#	resources/Schema/Entities/Player.xml
#	src/Game/Game.cpp
2016-03-03 13:22:28 +01:00
Tleety c8aeae2c96 WIP 2016-03-03 12:58:35 +01:00
Jocke da81f21799 Merge remote-tracking branch 'origin/master' into SniperSprintBranch
# Conflicts:
#	include/Engine/Input/FirstPersonInputController.h
2016-03-03 12:16:09 +01:00
Tleety ff6e2167d4 Some new events and changes to ScoreSystem 2016-03-03 11:25:06 +01:00
Tleety 27d3ec4118 Added some fields in score components to track more data. Added some logic to the ScoreSystem class 2016-03-03 09:49:20 +01:00
Jace 9d4441852c DefenderWeapon view punch and crosshair travel with return 2016-03-03 03:49:44 +01:00
FakeShemp a0f2f2bf5f Merge remote-tracking branch 'origin/master' into Shadows 2016-03-03 03:30:01 +01:00
FakeShemp 7ea26d10ee Rewritten. Works as a charm now. 2016-03-03 03:28:21 +01:00
FakeShemp 28e9ba1208 Merge branch 'master' into Shadows
# Conflicts:
#	include/Engine/Rendering/DrawFinalPass.h
#	src/Engine/Rendering/DrawFinalPass.cpp
#	src/Engine/Rendering/FrameBuffer.cpp
#	src/Engine/Rendering/Renderer.cpp
2016-03-03 03:00:05 +01:00
viktorljung 362378536e Switching rooms 2016-03-03 01:39:12 +01:00
Jace 0e8b97dbba Made AmmunitionHUD into TextFieldReader which reads any component field on a parent and updates a Text component with the value! 2016-03-03 01:35:32 +01:00
Tleety 40c66f76ae A component for tracking score for players. 2016-03-03 01:28:43 +01:00
Jace 13546aa3fc DefenderWeapon and SidearmWeapon 2016-03-03 01:13:39 +01:00
Tleety 047a119e3f ScoreScreenSystem things 2016-03-03 01:04:24 +01:00
Tleety d74ae4e411 Some fixes to the Player and map, added skeleton system for the ScoreScreen 2016-03-03 00:55:44 +01:00
Tleety 050ce57e24 Fixed AbilityUI for player and changed so the AbilityCooldown system wont need a child with text, instead just write if it has one. 2016-03-03 00:32:07 +01:00
Tleety 8005ca377c Merge branch 'master' into ScoreBoard
# Conflicts:
#	resources/Schema/Components.xsd
2016-03-02 23:26:33 +01:00
Jace afd0e69a8a Updated Player.xml for multiple weapons 2016-03-02 22:50:04 +01:00
Jace 6f8023b285 HACK: Added Activate button for spawners in editor. Right now it includes the event from Game, but SpawnerSystem should probably be moved to Engine. 2016-03-02 22:48:01 +01:00
Jace b431a875f7 New weapon behaviours 2016-03-02 22:48:01 +01:00
Tleety 9c9d1eede6 Components for ScoreScreen Added 2016-03-02 22:34:03 +01:00
viktorljung e9bbb5ed2a Fixed BlendTree crash when animation nodes are null 2016-03-02 17:42:55 +01:00
verysecrethero f84d1ac4a1 Merge remote-tracking branch 'origin/master' into SniperSprintBranch
# Conflicts:
#	include/Engine/Input/FirstPersonInputController.h
2016-03-02 17:11:36 +01:00
viktorljung d8a0e69ff0 fixup! AutoAnimationBlend now working correctly for unique nodes, Commited debug code 2016-03-02 17:11:18 +01:00
viktorljung 1aefa1dec6 AutoAnimationBlend now working correctly for unique nodes 2016-03-02 17:06:51 +01:00
viktorljung 8422742a9e Merge remote-tracking branch 'origin/master' into Animations
# Conflicts:
#	src/Engine/Rendering/DrawFinalPass.cpp
2016-03-02 13:50:08 +01:00
viktorljung c3f24f494d fixup! AutoAnimationBlend on unique node working but scale is not working correctly
Commited some things that shouldn't have been commited
2016-03-02 13:34:47 +01:00
viktorljung 07ccb9c041 AutoAnimationBlend on unique node working but scale is not working correctly 2016-03-02 13:30:04 +01:00
antc13 e6f46b396e Merge branch 'master' of https://github.com/teamfisk/TacticalZ 2016-03-02 11:44:29 +01:00
FakeShemp 5a6374f013 Fix the remainder of errors. Might have borked splatmap in the process. 2016-03-02 10:57:22 +01:00
FakeShemp 1ae2f3f5f3 Begin clean-up 2016-03-01 19:10:13 +01:00
antc13 25331ddd70 Merge branch 'master' of https://github.com/teamfisk/TacticalZ 2016-03-01 15:28:27 +01:00
antc13 141c58005f Changing Models WIP 2016-03-01 15:28:22 +01:00
FakeShemp 1961c16fe2 add weight slider 2016-03-01 13:27:52 +01:00
FakeShemp d32a483bb4 remove farclip override 2016-03-01 13:17:17 +01:00
FakeShemp e23ea78aeb Merge remote-tracking branch 'origin/master' into Shadows
# Conflicts:
#	resources/Shaders/ForwardPlus.frag.glsl
2016-03-01 13:04:11 +01:00
FakeShemp 4153a31e3a Fix goof. 2016-02-29 19:47:24 +01:00
FakeShemp 0908be1e02 Shadows are pretty much done. 2016-02-29 19:45:56 +01:00
FakeShemp 2ed5fad699 The shadows are working 2016-02-29 19:17:16 +01:00
FakeShemp 70374fa10e It compiles, but no shadows 2016-02-29 18:20:32 +01:00
FakeShemp 20468cba1b Merge branch 'master' into Shadows
# Conflicts:
#	assets
#	include/Engine/Rendering/DrawFinalPass.h
#	include/Engine/Rendering/Renderer.h
#	resources/Shaders/ForwardPlus.frag.glsl
#	resources/Shaders/ForwardPlus.vert.glsl
#	src/Engine/Rendering/DrawFinalPass.cpp
#	src/Engine/Rendering/FrameBuffer.cpp
#	src/Engine/Rendering/Renderer.cpp
2016-02-29 18:03:00 +01:00
viktorljung 5bc0483f49 Removed AnimationOffset and improved BlendTree 2016-02-29 15:51:37 +01:00
FakeShemp 7749fc5474 Small fixing up 2016-02-28 19:46:50 +01:00
FakeShemp 6dd7f1a657 Buggy transparent shadows.
Transparent textures might glow.
2016-02-28 18:00:23 +01:00
FakeShemp 14b0a64720 begin fixing transparent object's shadows 2016-02-27 18:42:51 +01:00
FakeShemp 8647267cad Make code less dumb, save 7 fps 2016-02-27 18:04:33 +01:00
FakeShemp ecab5de056 Various shadow calculation methods implemented and ready for use. 2016-02-27 16:35:15 +01:00
FakeShemp 38d8cdded2 Texture Array is now working. Enjoy your single Bind(). 2016-02-27 15:53:28 +01:00
Tleety b1a59e0ed2 Includes now use the key #include. Fixed a bug where it would crash if the file is not found. Fixed a bug where null terminators where included from the included file, causing it to stop reading after the first included file. 2016-02-26 17:46:18 +01:00
FakeShemp 22c391df54 Initial work on texture arrays 2016-02-26 17:40:35 +01:00
Tleety b3038ef713 Includes are now supported in shader with the key #GLSL 2016-02-26 16:33:55 +01:00
FakeShemp f220d8088c Begin clean-up 2016-02-26 10:53:16 +01:00
viktorljung 5c3b472a4d Merge remote-tracking branch 'origin/master' into Animations
# Conflicts:
#	include/Engine/Rendering/ModelJob.h
#	resources/Schema/Components.xsd
#	resources/Schema/Types/Entity.xsd
#	src/Engine/Rendering/DrawFinalPass.cpp
#	src/Engine/Rendering/PickingPass.cpp
#	src/Engine/Rendering/Renderer.cpp
#	src/Engine/Rendering/Skeleton.cpp
2016-02-26 10:21:22 +01:00
viktorljung af034673f6 BoneAttachments now working and BlendTrees are created in the AnimationSystem 2016-02-26 10:17:47 +01:00
FakeShemp df2e4abb52 WE HAVE WORKING CASCADE SHADOWS 2016-02-25 21:21:38 +01:00
FakeShemp 8867e7ac3c Working shadows, no cascade blend yet 2016-02-25 20:29:41 +01:00
antc13 21ca3f5b38 Merge branch 'master' of https://github.com/teamfisk/TacticalZ 2016-02-25 18:22:13 +01:00
antc13 d9afb527a4 Merge branch 'master' of https://github.com/teamfisk/TacticalZ 2016-02-25 16:06:29 +01:00
viktorljung c97d0d9381 Fixed memory leaks and cleaned up Skeleton and BlendTree 2016-02-25 11:30:09 +01:00
antc13 ad97f7f8a9 Merge branch 'master' of https://github.com/teamfisk/TacticalZ 2016-02-25 10:55:20 +01:00
antc13 c9c5e9841d New Map WIP, Map2 version 2 is with models on both sides. 2016-02-25 10:55:14 +01:00
viktorljung 606a9bf94f BlendTree now working but has some memory leaks 2016-02-23 17:06:41 +01:00
stiffly 8a04e87494 The serverlist is displayed when pressing connect button. 2016-02-23 14:31:35 +01:00
viktorljung 127edb4e60 Fixed some memory leaks 2016-02-22 17:47:30 +01:00
viktorljung abd36c81f8 Added BlendTree that stores and blends multiple animations 2016-02-22 15:58:38 +01:00
FakeShemp 73a4336206 Try some stuff 2016-02-18 23:33:10 +01:00
FakeShemp f2ab02d860 More WIP
Switching between levels seem to work, but I borked all matrices
2016-02-18 22:38:50 +01:00
FakeShemp bf376f54b6 WIP
I think this is now finding the different segments of the cascade
2016-02-18 20:48:39 +01:00
viktorljung 3c9c95cff4 Animation blending improved and Animation Override added 2016-02-18 16:34:18 +01:00
verysecrethero b81bb9eeea Changed SprintAbility to take StrengthOfEffect. PlayerMovementSystem: if Sniper is sprinting he will now move faster. 2016-02-18 15:17:19 +01:00
FakeShemp 178402e964 cascade shadow wip 2016-02-18 10:08:29 +01:00
viktorljung debb1881bf BoneAttachment working 2016-02-17 15:48:45 +01:00
viktorljung db8bc612bd AdditiveBlend now working, needs cleanup 2016-02-17 14:55:02 +01:00
viktorljung e7118ce8e5 WIP 2016-02-17 10:52:50 +01:00
FakeShemp 36043010af wip for shadows
they work, but will be shit until we get cascaded.
2016-02-10 20:51:33 +01:00
FakeShemp cb77c1ff97 Working pcf, not optimized 2016-02-10 16:16:41 +01:00
FakeShemp 69db32337d Shado wip 2016-02-10 15:16:58 +01:00
Ayumiwii 6af167675d Shadow WIP stage 2
- fix cel-shading
2016-02-10 11:48:44 +01:00
Ayumiwii ecd823cb9f Shadow WIP stage 2
-  Soft shadow
2016-02-09 16:15:11 +01:00
FakeShemp 847c539373 Fix viewport 2016-02-09 14:44:12 +01:00
Ayumiwii cb7f06573f Shadows stage 2 WIP 2016-02-09 14:08:57 +01:00
Ayumiwii 6542d1b444 Shadow WIP
- DepthTexture working
2016-02-05 17:29:53 +01:00
Ayumiwii bbf6058c17 Shadow WIP
- fixed file placing of ShadowPass.cpp
2016-02-05 16:13:46 +01:00
Ayumiwii 0e51ae7dc9 shadow wip 2016-02-05 15:31:20 +01:00
Ayumiwii c912cd7a42 Shadows wip 2016-02-05 15:12:17 +01:00
Ayumiwii 7f1016476b Shadows WIP
- create 2D texture (depthmap)
2016-02-05 15:08:56 +01:00
274 changed files with 76726 additions and 8688 deletions
+1 -1
Submodule assets updated: 72530423ad...3af64d8b1f
+3 -2
View File
@@ -10,8 +10,9 @@ namespace Events
struct PlayerDeath : Event
{
//KilledBy,KilledByWhat is optional for now. It might be used later in the playerlog-system
EntityWrapper Player;
std::string KilledByWhat;
EntityWrapper Player = EntityWrapper::Invalid;
EntityWrapper Killer = EntityWrapper::Invalid;
std::string KilledByWhat = "";
};
}
+3 -1
View File
@@ -23,11 +23,13 @@ struct EntityWrapper
static const EntityWrapper Invalid;
const std::string Name();
const std::string Name() const;
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
View File
@@ -68,7 +68,7 @@ protected:
const std::string m_ComponentType;
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) = 0;
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& scoreScreen, 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)
: FirstPersonInputController(eventBroker, playerID)
EditorCameraInputController(EventBroker* eventBroker, unsigned int playerID, EntityWrapper playerEntity)
: FirstPersonInputController(eventBroker, playerID, playerEntity)
{
EVENT_SUBSCRIBE_MEMBER(m_EMousePress, &EditorCameraInputController::OnMousePress);
EVENT_SUBSCRIBE_MEMBER(m_EMouseRelease, &EditorCameraInputController::OnMouseRelease);
+1
View File
@@ -22,6 +22,7 @@
#include "../Core/ELockMouse.h"
#include "../Core/EFileDropped.h"
#include "../Rendering/Texture.h"
#include "Game/Events/ESpawnerSpawn.h"
class EditorGUI
{
+186 -28
View File
@@ -6,12 +6,14 @@
#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);
FirstPersonInputController(EventBroker* eventBroker, int playerID, EntityWrapper playerEntity);
virtual const glm::vec3 Movement() const { return m_Movement; }
virtual const glm::vec3 Rotation() const { return m_Rotation; }
@@ -30,9 +32,12 @@ public:
void AssaultDashCheck(double dt, bool isJumping, double assaultDashCoolDownMaxTimer, double& assaultDashCoolDownTimer, EntityID playerID);
virtual bool AssaultDashDoubleTapped() const { return m_AssaultDashDoubleTapped; }
virtual bool PlayerIsDashing() const { return m_PlayerIsDashing; }
bool SpecialAbilityKeyDown() const { return m_SpecialAbilityKeyDown; }
protected:
const int m_PlayerID;
EntityWrapper m_PlayerEntity;
bool m_MouseLocked = false;
glm::vec3 m_Rotation;
glm::vec3 m_Movement;
@@ -41,7 +46,6 @@ 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;
@@ -64,9 +68,10 @@ protected:
};
template <typename EventContext>
FirstPersonInputController<EventContext>::FirstPersonInputController(EventBroker* eventBroker, int playerID)
FirstPersonInputController<EventContext>::FirstPersonInputController(EventBroker* eventBroker, int playerID, EntityWrapper playerEntity)
: InputController(eventBroker)
, m_PlayerID(playerID)
, m_PlayerEntity(playerEntity)
{
EVENT_SUBSCRIBE_MEMBER(m_ELockMouse, &FirstPersonInputController::OnLockMouse);
EVENT_SUBSCRIBE_MEMBER(m_EUnlockMouse, &FirstPersonInputController::OnUnlockMouse);
@@ -105,7 +110,6 @@ 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") {
@@ -117,16 +121,155 @@ 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;
}
if (glm::length2(m_Movement) > 0) {
m_Movement = glm::normalize(m_Movement);
//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);
}
}
}
}
}
//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");
@@ -145,10 +288,10 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
if (m_NumberOfMovementKeysDown == 0) {
m_MovementKeyDown = false;
}
//you have just released the key, store what key it was and reset the doubletap-sensitivity-timer
m_AssaultDashTapDirection = m_CurrentDirectionVector;
m_AssaultDashDoubleTapDeltaTime = 0.f;
//you have just released the key, store what key it was and reset the doubletap-sensitivity-timer
m_AssaultDashTapDirection = m_CurrentDirectionVector;
m_AssaultDashDoubleTapDeltaTime = 0.f;
}
}
@@ -158,21 +301,42 @@ 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") {
if (e.Value > 0) {
m_SpecialAbilityKeyDown = true;
} else {
m_SpecialAbilityKeyDown = false;
}
}
if (m_SpecialAbilityKeyDown && m_MovementKeyDown) {
m_ShiftDashing = true;
} else {
m_ShiftDashing = false;
m_SpecialAbilityKeyDown = e.Value > 0;
}
m_ShiftDashing = m_SpecialAbilityKeyDown && m_MovementKeyDown;
return true;
}
@@ -193,17 +357,10 @@ 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;
}
@@ -215,6 +372,7 @@ 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
View File
@@ -18,7 +18,7 @@ public:
void LoadBindings(std::string file);
void Update(double dt);
void Process();
void Process(bool suppressNewEvents = false);
template <typename T>
void AddHandler();
void Publish(const Events::InputCommand& e);
+8 -14
View File
@@ -17,6 +17,7 @@
#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"
@@ -29,19 +30,8 @@
#include "Core/EAmmoPickup.h"
#include "Network/ESearchForServers.h"
#include "../Game/Events/EDashAbility.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;
};
#include "Network/EDisplayServerlist.h"
#include "Network/EConnectRequest.h"
class Client : public Network
{
public:
@@ -52,7 +42,7 @@ 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();
@@ -119,6 +109,8 @@ private:
void sendLocalPlayerTransform();
void becomePlayer();
void displayServerlist();
void removeWorld();
void createMainMenu();
// Mapping Logic
// Returns if local EntityID exist in map
bool clientServerMapsHasEntity(EntityID clientEntityID);
@@ -139,6 +131,8 @@ 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;
@@ -0,0 +1,15 @@
#ifndef Events_BecomeServerOrClient_h__
#define Events_BecomeServerOrClient_h__
#include "Core/EventBroker.h"
namespace Events
{
struct BecomeServer : public Event { };
struct BecomeClient : public Event { };
}
#endif
+17
View File
@@ -0,0 +1,17 @@
#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
@@ -0,0 +1,29 @@
#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
View File
@@ -0,0 +1,19 @@
#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
View File
@@ -0,0 +1,17 @@
#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
View File
@@ -11,7 +11,7 @@ class NetworkClient
public:
NetworkClient();
virtual ~NetworkClient();
virtual void Connect(std::string playerName, std::string address, int port) = 0;
virtual bool 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;
+9 -2
View File
@@ -21,6 +21,9 @@
#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
{
@@ -33,7 +36,7 @@ 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;
@@ -57,6 +60,7 @@ private:
std::vector<Events::InputCommand> m_InputCommandsToBroadcast;
//Timers
std::clock_t m_StartPingTime;
std::string m_ServerName = "";
// Packet loss logic
PacketID m_PacketID = 0;
@@ -77,7 +81,8 @@ private:
void parseOnPlayerDamage(Packet& packet);
void identifyPacketLoss();
void kick(PlayerID player);
PlayerID GetPlayerIDFromEndpoint();
PlayerID getPlayerIDFromEndpoint();
PlayerID getPlayerIDFromEntityID(EntityID entityID);
void parsePlayerTransform(Packet& packet);
void parseOnInputCommand(Packet& packet);
void parseClientPing();
@@ -103,6 +108,8 @@ 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
View File
@@ -10,7 +10,7 @@ public:
TCPClient();
~TCPClient();
void Connect(std::string playerName, std::string address, int port);
bool Connect(std::string playerName, std::string address, int port);
void Disconnect();
void Receive(Packet& packet);
void Send(Packet & packet);
+1 -1
View File
@@ -10,7 +10,7 @@ public:
UDPClient();
~UDPClient();
void Connect(std::string playerName, std::string address, int port);
bool Connect(std::string playerName, std::string address, int port);
void Disconnect();
void Receive(Packet& packet);
void Send(Packet & packet);
+27 -13
View File
@@ -3,27 +3,41 @@
#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 <imgui/imgui.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"
class AnimationSystem : public PureSystem
class AnimationSystem : public ImpureSystem
{
public:
AnimationSystem(SystemParams params)
: System(params)
, PureSystem("Animation")
{
}
AnimationSystem(SystemParams params);
~AnimationSystem() { }
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& animationComponent, double dt) override;
virtual void Update(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
View File
@@ -0,0 +1,48 @@
#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
View File
@@ -0,0 +1,104 @@
#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
View File
@@ -0,0 +1,70 @@
#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
@@ -8,6 +8,7 @@
#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 = -1;
GLuint m_CubeMapTexture = 0;
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();
+17 -8
View File
@@ -11,16 +11,18 @@
#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);
~DrawFinalPass() { }
DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass, ShadowPass* shadowPass);
~DrawFinalPass();
void InitializeTextures();
void InitializeFrameBuffers();
void InitializeShaderPrograms();
void Draw(RenderScene& scene);
void Draw(RenderScene& scene, BlurHUD* blurHUDPass);
void ClearBuffer();
void OnWindowResize();
@@ -28,6 +30,10 @@ 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; }
@@ -52,11 +58,13 @@ private:
FrameBuffer m_FinalPassFrameBuffer;
FrameBuffer m_ShieldDepthFrameBuffer;
GLuint m_BloomTexture;
GLuint m_SceneTexture;
GLuint m_DepthBuffer;
GLuint m_ShieldBuffer;
GLuint m_CubeMapTexture;
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
//maqke this component based i guess?
GLuint m_ShieldPixelRate = 16;
@@ -65,6 +73,7 @@ private:
const LightCullingPass* m_LightCullingPass;
const CubeMapPass* m_CubeMapPass;
const SSAOPass* m_SSAOPass;
const ShadowPass* m_ShadowPass;
ShaderProgram* m_ForwardPlusProgram;
ShaderProgram* m_ExplosionEffectProgram;
@@ -0,0 +1,28 @@
#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
@@ -0,0 +1,19 @@
#ifndef EResolutionChanged_h__
#define EResolutionChanged_h__
#include "../Core/Event.h"
#include "../Core/Util/Rectangle.h"
namespace Events
{
// Fired when the framebuffer size changes
struct ResolutionChanged : Event
{
Rectangle OldResolution;
Rectangle NewResolution;
};
}
#endif
@@ -0,0 +1,20 @@
#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)
: ModelJob(model, camera, matrix, matGroup, modelComponent, world, fillColor, fillPercentage, isShielded)
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)
{
ExplosionOrigin = (glm::vec3)explosionEffectComponent["ExplosionOrigin"];
TimeSinceDeath = (double)explosionEffectComponent["TimeSinceDeath"];
+10
View File
@@ -43,6 +43,16 @@ public:
~RenderBuffer();
};
class Texture2DArray : public ResourceType<GL_TEXTURE_2D_ARRAY>
{
public:
Texture2DArray(GLuint* resourceHandle, GLenum attachment)
: ResourceType(resourceHandle, attachment)
{ };
~Texture2DArray();
};
class FrameBuffer
{
public:
+3 -3
View File
@@ -54,7 +54,7 @@ private:
struct Frustum {
Plane Planes[4];
};
Frustum* m_Frustums;
Frustum* m_Frustums = nullptr;
//This should be a component
struct LightSource {
@@ -74,11 +74,11 @@ private:
glm::vec2 Padding = glm::vec2(1.f, 2.f);
};
LightGrid* m_LightGrid;
LightGrid* m_LightGrid = nullptr;
int m_LightOffset = 0;
float* m_LightIndex;
float* m_LightIndex = nullptr;
};
+14 -29
View File
@@ -15,10 +15,11 @@
#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)
ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialProperties matProp, ComponentWrapper modelComponent, World* world, glm::vec4 fillColor, float fillPercentage, bool isShielded, bool shadow)
: RenderJob()
{
Model = model;
@@ -110,10 +111,11 @@ struct ModelJob : RenderJob
Color = modelComponent["Color"];
GlowIntensity = ((double)modelComponent["GlowIntensity"]);
Entity = modelComponent.EntityID;
glm::vec3 abspos = Transform::AbsolutePosition(world, modelComponent.EntityID);
glm::vec3 abspos = glm::vec3(matrix[3][0], matrix[3][1], matrix[3][2]);
glm::vec3 worldpos = glm::vec3(camera->ViewMatrix() * glm::vec4(abspos, 1));
Depth = worldpos.z;
World = world;
Shadow = shadow;
FillColor = fillColor;
FillPercentage = fillPercentage;
@@ -123,32 +125,14 @@ struct ModelJob : RenderJob
Skeleton = Model->m_RawModel->m_Skeleton;
if (Skeleton != nullptr) {
if (world->HasComponent(Entity, "Animation")) {
auto animationComponent = world->GetComponent(Entity, "Animation");
EntityWrapper entityWrapper = EntityWrapper(world, modelComponent.EntityID);
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;
if(Skeleton->BlendTrees.find(entityWrapper) != Skeleton->BlendTrees.end()) {
BlendTree = Skeleton->BlendTrees.at(entityWrapper);
}
}
}
};
unsigned int TextureID;
@@ -167,10 +151,7 @@ struct ModelJob : RenderJob
glm::vec4 Color;
const ::Model* Model = nullptr;
::Skeleton* Skeleton = nullptr;
std::vector<::Skeleton::AnimationData> Animations;
::Skeleton::AnimationOffset AnimationOffset;
std::shared_ptr<::BlendTree> BlendTree = nullptr;
float GlowIntensity = 8.0;
glm::vec4 DiffuseColor;
glm::vec4 SpecularColor;
@@ -182,9 +163,13 @@ struct ModelJob : RenderJob
glm::vec4 FillColor = glm::vec4(0);
float FillPercentage = 0.0;
bool IsShielded;
bool Shadow;
void CalculateHash() override
{
Hash = ShaderID << 20 + ModelID << 10 + TextureID;
Hash = TextureID;
Hash += ModelID << 10;
Hash += ShaderID << 20;
}
};
+2 -2
View File
@@ -52,8 +52,8 @@ private:
std::unordered_map<glm::ivec2, PickingInfo> m_PickingColorsToEntity;
GLuint m_PickingTexture;
GLuint m_DepthBuffer;
GLuint m_PickingTexture = 0;
GLuint m_DepthBuffer = 0;
FrameBuffer m_PickingBuffer;
+5 -6
View File
@@ -16,16 +16,15 @@ 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
@@ -33,6 +33,7 @@ struct RenderScene
Rectangle Viewport;
bool ClearDepth = false;
bool ShouldBlur = false;
glm::vec4 AmbientColor;
void Clear()
+3
View File
@@ -19,6 +19,7 @@
#include "../Core/Octree.h"
#include "../Collision/EntityAABB.h"
#include "../Core/ConfigFile.h"
#include "EResolutionChanged.h"
class RenderSystem : public ImpureSystem
{
@@ -36,6 +37,8 @@ private:
EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
Octree<EntityAABB>* m_Octree;
EventRelay<RenderSystem, Events::ResolutionChanged> m_EResolutionChanged;
bool OnResolutionChanged(Events::ResolutionChanged &event);
EventRelay<RenderSystem, Events::SetCamera> m_ESetCamera;
bool OnSetCamera(Events::SetCamera &event);
EventRelay<RenderSystem, Events::InputCommand> m_EInputCommand;
+13 -2
View File
@@ -18,6 +18,7 @@
#include "DrawColorCorrectionPass.h"
#include "SSAOPass.h"
#include "CubeMapPass.h"
#include "BlurHUD.h"
#include "../Core/EventBroker.h"
#include "ImGuiRenderPass.h"
#include "Camera.h"
@@ -26,16 +27,22 @@
#include "TextPass.h"
#include "Util/CommonFunctions.h"
#include "Core/PerformanceTimer.h"
#include "ShadowPass.h"
#include "EResolutionChanged.h"
class Renderer : public IRenderer
{
static void glfwFrameBufferCallback(GLFWwindow* window, int width, int height);
static void glfwWindowSizeCallback(GLFWwindow* window, int width, int height);
public:
Renderer(EventBroker* eventBroker, ConfigFile* config)
: m_EventBroker(eventBroker)
, m_Config(config)
{ }
~Renderer();
virtual void SetResolution(const Rectangle& resolution) override;
virtual void Initialize() override;
virtual void Update(double dt) override;
@@ -43,7 +50,6 @@ public:
virtual PickData Pick(glm::vec2 screenCoord) override;
private:
//----------------------Variables----------------------//
@@ -75,6 +81,8 @@ private:
DrawColorCorrectionPass* m_DrawColorCorrectionPass;
SSAOPass* m_SSAOPass;
CubeMapPass* m_CubeMapPass;
ShadowPass* m_ShadowPass;
BlurHUD* m_BlurHUDPass;
//----------------------Functions----------------------//
void InitializeWindow();
@@ -85,11 +93,14 @@ private:
void InputUpdate(double dt);
//void PickingPass(RenderQueueCollection& rq);
//void DrawScreenQuad(GLuint textureToDraw);
void setWindowSize(Rectangle size);
void updateFramebufferSize();
static bool DepthSort(const std::shared_ptr<RenderJob> &i, const std::shared_ptr<RenderJob> &j) { return (i->Depth < j->Depth); }
void SortRenderJobsByDepth(RenderScene &scene);
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type);
//--------------------ShaderPrograms-------------------//
//--------------------ShaderPrograms-------------------//
ShaderProgram* m_BasicForwardProgram;
ShaderProgram* m_ExplosionEffectProgram;
+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
@@ -21,6 +21,8 @@ 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
@@ -0,0 +1,88 @@
#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
@@ -0,0 +1,15 @@
#ifndef ShadowPassState_h_
#define ShadowPassState_h_
#include "Rendering/RenderState.h"
class ShadowPassState : public RenderState
{
public:
ShadowPassState(GLuint frameBuffer);
~ShadowPassState();
private:
};
#endif
+22 -55
View File
@@ -6,27 +6,9 @@
#include "../GLM.h"
#include <glm/gtx/matrix_decompose.hpp>
#include <imgui/imgui.h>
#include "../Core/EntityWrapper.h"
//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 BlendTree;
class Skeleton
{
@@ -68,58 +50,43 @@ public:
std::map<int, std::vector<Keyframe>> JointAnimations;
};
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;
struct PoseData {
glm::vec3 Translation;
glm::quat Orientation;
glm::vec3 Scale;
};
Skeleton() { }
~Skeleton();
Bone* RootBone;
std::map<int, Bone*> Bones;
std::unordered_map<EntityWrapper, std::shared_ptr<BlendTree>> BlendTrees;
// 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);
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);
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 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:
glm::mat4 GetOffsetTransform(const Bone* bone, AnimationOffset animationOffset);
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);
std::map<std::string, Bone*> m_BonesByName;
+6 -2
View File
@@ -7,6 +7,7 @@
#include "../GLM.h"
#include "../Core/ComponentWrapper.h"
#include "Texture.h"
#include "TextureSprite.h"
#include "Model.h"
#include "RenderJob.h"
#include "../Core/ResourceManager.h"
@@ -24,14 +25,16 @@ struct SpriteJob : RenderJob
::RawModel::MaterialProperties matProp = Model->MaterialGroups().front();
TextureID = 0;
DiffuseTexture = CommonFunctions::LoadTexture(cSprite["DiffuseTexture"], true);
DiffuseTexture = CommonFunctions::TryLoadResource<TextureSprite, true>(cSprite["DiffuseTexture"]);
IncandescenceTexture = CommonFunctions::LoadTexture(cSprite["GlowMap"], true);
IncandescenceTexture = CommonFunctions::TryLoadResource<TextureSprite, true>(cSprite["GlowMap"]);
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;
@@ -65,6 +68,7 @@ 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;
private:
protected:
Texture(std::string path);
public:
+26
View File
@@ -0,0 +1,26 @@
#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
@@ -8,7 +8,23 @@
namespace CommonFunctions
{
Texture* LoadTexture(std::string path, bool threaded);
//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;
}
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);
+4
View File
@@ -16,7 +16,11 @@ inline bool _GLERROR(const char* info, const char* file, const char* func, unsig
return false;
}
#ifndef DEBUG
#define GLERROR(function) \
_GLERROR(function, __BASE_FILE__, __func__, __LINE__)
#else
#define GLERROR(function) false
#endif
#endif
+6
View File
@@ -29,6 +29,7 @@
#include "Network/Network.h"
#include "Network/Server.h"
#include "Network/Client.h"
#include "Network/EBecomeServerOrClient.h"
// Sound
#include "Sound/SoundManager.h"
@@ -70,6 +71,11 @@ private:
bool m_IsServer = false;
int parseArgs(int argc, char* argv[]);
EventRelay<Game, Events::BecomeServer> m_EBecomeServer;
bool OnBecomeServer(const Events::BecomeServer& e);
EventRelay<Game, Events::BecomeClient> m_EBecomeClient;
bool OnBecomeClient(const Events::BecomeClient& e);
};
#endif
@@ -12,6 +12,7 @@ public:
{ }
virtual void Update(double dt) override;
private:
};
#endif
+12
View File
@@ -40,5 +40,17 @@ 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
@@ -1,17 +0,0 @@
#ifndef AmmunitionHUDSystem_h__
#define AmmunitionHUDSystem_h__
#include "../../Engine/Core/System.h"
#include "../../Engine/GLM.h"
class AmmunitionHUDSystem : public ImpureSystem
{
public:
AmmunitionHUDSystem(SystemParams params)
: System(params)
{ }
virtual void Update(double dt) override;
};
#endif
@@ -15,6 +15,7 @@
#include "Rendering/Util/CommonFunctions.h"
//#define INDICATOR_TEST
#include "Core/ConfigFile.h"
class DamageIndicatorSystem : public ImpureSystem
{
@@ -40,6 +41,8 @@ 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);
+1 -1
View File
@@ -10,7 +10,7 @@ public:
: System(params)
, PureSystem("Lifetime")
{
LOG_INFO("ASDASDASSA");
}
virtual void Update(double dt) override;
@@ -1,15 +1,20 @@
#ifndef MainMenuSystem_h__
#define MainMenuSystem_h__
#include "../Core/System.h"
#include "../Rendering/IRenderer.h"
#include "../Core/ResourceManager.h"
#include "../Core/Event.h"
#include "Core/System.h"
#include "Rendering/IRenderer.h"
#include "Core/ResourceManager.h"
#include "Core/Event.h"
#include "Systems/SpawnerSystem.h"
#include "EButtonClicked.h"
#include "EButtonPressed.h"
#include "EButtonReleased.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 "Network/EBecomeServerOrClient.h"
class MainMenuSystem : public ImpureSystem
@@ -27,6 +32,11 @@ 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;
};
+3
View File
@@ -24,7 +24,10 @@ 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);
};
@@ -30,6 +30,8 @@ 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
View File
@@ -15,10 +15,19 @@ 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
View File
@@ -0,0 +1,44 @@
#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
View File
@@ -0,0 +1,29 @@
#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
@@ -0,0 +1,22 @@
#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
View File
@@ -0,0 +1,23 @@
#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
+21
View File
@@ -0,0 +1,21 @@
#ifndef AmmunitionHUDSystem_h__
#define AmmunitionHUDSystem_h__
#include <boost/lexical_cast.hpp>
#include <sstream>
#include <iomanip>
#include "../../Engine/Core/System.h"
#include "../../Engine/GLM.h"
class TextFieldReader : public PureSystem
{
public:
TextFieldReader(SystemParams params)
: System(params)
, PureSystem("TextFieldReader")
{ }
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cTextFieldReader, double dt) override;
};
#endif
@@ -1,47 +1,42 @@
#ifndef AssaultWeaponBehaviour_h__
#define AssaultWeaponBehaviour_h__
#include "Sound/EPlaySoundOnEntity.h"
#include "Collision/Collision.h"
#include "Core/ConfigFile.h"
#include "WeaponBehaviour.h"
#include "../SpawnerSystem.h"
#include "Collision/Collision.h"
#include "Core/EPlayerDamage.h"
#include "Core/EShoot.h"
#include "Sound/EPlaySoundOnEntity.h"
#include "Rendering/EAutoAnimationBlend.h"
class AssaultWeaponBehaviour : public WeaponBehaviour<AssaultWeaponBehaviour>
{
public:
AssaultWeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree)
: WeaponBehaviour(systemParams, "AssaultWeapon", renderer, collisionOctree)
: System(systemParams)
, WeaponBehaviour(systemParams, "AssaultWeapon", renderer, collisionOctree)
, m_RandomEngine(m_RandomDevice())
{ }
protected:
virtual void OnPrimaryFire(WeaponInfo& wi) override;
virtual void OnCeasePrimaryFire(WeaponInfo& wi) override;
virtual void OnReload(WeaponInfo& wi) override;
void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt) override;
void UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo& wi, double dt) override;
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;
private:
// State
bool m_Firing = false;
bool m_Reloading = false;
double m_ReloadTimer = 0.0;
double m_TimeSinceLastFire = 0.0;
EntityWrapper m_FirstPersonReloadImpostor;
std::random_device m_RandomDevice;
std::mt19937 m_RandomEngine;
bool hasAmmo();
void fireRound();
void spawnTracer();
float traceRayDistance(glm::vec3 origin, glm::vec3 direction);
void playFireSound();
void playEmptySound();
void viewPunch();
void finishReload();
void playShootAnimation();
void playIdleAnimation();
void playReloadAnimation();
bool shoot(double damage);
void showHitMarker();
// Weapon functions
void fireBullet(ComponentWrapper cWeapon, WeaponInfo& wi);
//void dealDamage(ComponentWrapper cWeapon, WeaponInfo& wi, glm::vec3 direction, double damage);
bool canFire(ComponentWrapper cWeapon, WeaponInfo& wi);
bool dealDamage(ComponentWrapper cWeapon, WeaponInfo& wi);
// Utility
//Camera cameraFromEntity(EntityWrapper camera);
};
#endif
@@ -1,7 +1,10 @@
#ifndef DefenderWeaponBehaviour_h__
#define DefenderWeaponBehaviour_h__
#include "WeaponBehaviour.h"
#include "Collision/Collision.h"
#include "Core/EPlayerDamage.h"
#include "Rendering/ESetCamera.h"
#include "Sound/EPlaySoundOnEntity.h"
class DefenderWeaponBehaviour : public WeaponBehaviour<DefenderWeaponBehaviour>
{
@@ -10,29 +13,27 @@ public:
: System(systemParams)
, WeaponBehaviour(systemParams, "DefenderWeapon", renderer, collisionOctree)
, m_RandomEngine(m_RandomDevice())
{
EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &DefenderWeaponBehaviour::OnSetCamera);
}
{ }
void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt) override;
void UpdateWeapon(WeaponInfo& wi, double dt) override;
void OnPrimaryFire(WeaponInfo& wi) override;
void OnCeasePrimaryFire(WeaponInfo& wi) override;
bool OnInputCommand(WeaponInfo& wi, const Events::InputCommand& e) override;
void UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo& wi, double dt) override;
void OnPrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi) override;
void OnCeasePrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi) override;
void OnReload(ComponentWrapper cWeapon, WeaponInfo& wi) override;
void OnHolster(ComponentWrapper cWeapon, WeaponInfo& wi) override;
bool OnInputCommand(ComponentWrapper cWeapon, WeaponInfo& wi, const Events::InputCommand& e) override;
private:
std::random_device m_RandomDevice;
std::mt19937 m_RandomEngine;
EntityWrapper m_CurrentCamera;
EventRelay<DefenderWeaponBehaviour, Events::SetCamera> m_ESetCamera;
bool OnSetCamera(const Events::SetCamera& e);
// Weapon functions
void fireShell(WeaponInfo& wi);
void dealDamage(WeaponInfo& wi, glm::vec3 direction, double damage);
void fireShell(ComponentWrapper cWeapon, WeaponInfo& wi);
void dealDamage(ComponentWrapper cWeapon, WeaponInfo& wi, glm::vec3 direction, double damage);
bool canFire(ComponentWrapper cWeapon, WeaponInfo& wi);
// Utility
float traceRayDistance(glm::vec3 origin, glm::vec3 direction);
Camera cameraFromEntity(EntityWrapper camera);
};
};
#endif
@@ -0,0 +1,38 @@
#ifndef SidearmWeaponBehaviour_h__
#define SidearmWeaponBehaviour_h__
#include "WeaponBehaviour.h"
#include "Collision/Collision.h"
#include "Core/EPlayerDamage.h"
class SidearmWeaponBehaviour : public WeaponBehaviour<SidearmWeaponBehaviour>
{
public:
SidearmWeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree)
: System(systemParams)
, WeaponBehaviour(systemParams, "SidearmWeapon", renderer, collisionOctree)
, m_RandomEngine(m_RandomDevice())
{ }
void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt) override;
void UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo& wi, double dt) override;
void OnPrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi) override;
void OnCeasePrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi) override;
void OnEquip(ComponentWrapper cWeapon, WeaponInfo& wi) override;
void OnHolster(ComponentWrapper cWeapon, WeaponInfo& wi) override;
private:
std::random_device m_RandomDevice;
std::mt19937 m_RandomEngine;
// Weapon functions
void fireBullet(ComponentWrapper cWeapon, WeaponInfo& wi);
//void dealDamage(WeaponInfo& wi, glm::vec3 direction, double damage);
// Utility
bool canFire(ComponentWrapper cWeapon);
bool playerInFirstPerson(EntityWrapper player);
//float traceRayDistance(glm::vec3 origin, glm::vec3 direction);
};
#endif
+188 -34
View File
@@ -7,6 +7,9 @@
#include "Collision/EntityAABB.h"
#include "Input/EInputCommand.h"
#include "Systems/SpawnerSystem.h"
#include "Rendering/ESetCamera.h"
#include "Core/ConfigFile.h"
#include "Rendering/EAutoAnimationBlend.h"
template <typename ETYPE>
class WeaponBehaviour : public PureSystem
@@ -20,42 +23,159 @@ public:
, m_Renderer(renderer)
, m_CollisionOctree(collisionOctree)
{
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &WeaponBehaviour::_OnInputCommand)
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &WeaponBehaviour::_OnInputCommand);
EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &WeaponBehaviour::_OnSetCamera);
auto config = ResourceManager::Load<ConfigFile>("Config.ini");
m_ConfigAutoReload = config->Get<bool>("Gameplay.AutoReload", true);
}
virtual ~WeaponBehaviour() = default;
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override
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;
} else {
UpdateWeapon(*weapon, dt);
UpdateWeapon(cWeapon, *weapon, dt);
}
}
protected:
struct WeaponInfo
{
std::string WeaponComponent;
EntityWrapper Player;
EntityWrapper WeaponEntity;
EntityWrapper FirstPersonEntity;
EntityWrapper FirstPersonPlayerModel;
EntityWrapper ThirdPersonEntity;
ComponentWrapper GetComponent() { return WeaponEntity[WeaponComponent]; }
EntityWrapper ThirdPersonPlayerModel;
};
IRenderer* m_Renderer;
EntityWrapper m_CurrentCamera;
Octree<EntityAABB>* m_CollisionOctree;
std::unordered_map<EntityWrapper, WeaponInfo> m_ActiveWeapons;
bool m_ConfigAutoReload;
virtual void UpdateWeapon(WeaponInfo& wi, double dt) { }
virtual void OnPrimaryFire(WeaponInfo& wi) { }
virtual void OnCeasePrimaryFire(WeaponInfo& wi) { }
virtual void OnReload(WeaponInfo& wi) { }
virtual bool OnInputCommand(WeaponInfo& wi, const Events::InputCommand& e) { return false; }
virtual void UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo& wi, double dt) { }
virtual void OnPrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi) { }
virtual void OnCeasePrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi) { }
virtual void OnReload(ComponentWrapper cWeapon, WeaponInfo& wi) { }
virtual void OnEquip(ComponentWrapper cWeapon, WeaponInfo& wi) { }
virtual void OnHolster(ComponentWrapper cWeapon, WeaponInfo& wi) { }
virtual bool OnInputCommand(ComponentWrapper cWeapon, WeaponInfo& wi, const Events::InputCommand& e) { return false; }
bool isPlayerInFirstPerson(EntityWrapper player)
{
if (!m_CurrentCamera.Valid()) {
return false;
} else {
return m_CurrentCamera == player || m_CurrentCamera.IsChildOf(player);
}
}
// Returns wi.FirstPersonEntity or wi.ThirdPersonEntity depending on
// if the player is in first person mode or not.
EntityWrapper getRelevantWeaponEntity(WeaponInfo& wi)
{
if (isPlayerInFirstPerson(wi.Player)) {
return wi.FirstPersonEntity;
} else {
return wi.ThirdPersonEntity;
}
}
float traceRayDistance(glm::vec3 origin, glm::vec3 direction)
{
float distance;
glm::vec3 pos;
auto entity = Collision::EntityFirstHitByRay(Ray(origin, direction), m_CollisionOctree, distance, pos);
if (entity) {
return distance;
} else {
return 100.f;
}
}
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)
{
m_CurrentCamera = e.CameraEntity;
return true;
}
EventRelay<ETYPE, Events::InputCommand> m_EInputCommand;
bool _OnInputCommand(const Events::InputCommand& e)
{
@@ -70,15 +190,19 @@ private:
}
// Make sure the player has this weapon
auto weapon = getWeaponComponent(player);
if (!weapon) {
auto cWeapon = getWeaponComponent(player);
if (!cWeapon) {
return false;
}
// Weapon selection
if (e.Command == "SelectWeapon") {
if (static_cast<ComponentInfo::EnumType>(e.Value) == static_cast<ComponentInfo::EnumType>((*weapon)["Slot"])) {
selectWeapon(player);
if (e.Value > 0) {
if (static_cast<ComponentInfo::EnumType>(e.Value) == static_cast<ComponentInfo::EnumType>((*cWeapon)["Slot"])) {
selectWeapon(*cWeapon, player);
} else {
holsterWeapon(*cWeapon, player);
}
}
}
@@ -91,18 +215,18 @@ private:
// Fire
if (e.Command == "PrimaryFire") {
if (e.Value > 0) {
OnPrimaryFire(*activeWeapon);
OnPrimaryFire(*cWeapon, *activeWeapon);
} else {
OnCeasePrimaryFire(*activeWeapon);
OnCeasePrimaryFire(*cWeapon, *activeWeapon);
}
}
// Reload
if (e.Command == "Reload" && e.Value != 0) {
OnReload(*activeWeapon);
OnReload(*cWeapon, *activeWeapon);
}
return OnInputCommand(*activeWeapon, e);
return OnInputCommand(*cWeapon, *activeWeapon, e);
}
boost::optional<ComponentWrapper> getWeaponComponent(EntityWrapper player)
@@ -129,8 +253,17 @@ private:
return activeWeapon;
}
void selectWeapon(EntityWrapper player)
void selectWeapon(ComponentWrapper cWeapon, EntityWrapper player)
{
//if (!IsServer) {
// return;
//}
// Don't reselect weapon if it's already active
if (getActiveWeapon(player)) {
return;
}
// Find the weapon attachments matching the weapon type
std::vector<EntityWrapper> weaponAttachments = player.ChildrenWithComponent("WeaponAttachment");
EntityWrapper firstPersonAttachment;
@@ -152,29 +285,50 @@ private:
return;
}
// Purge other weapon entities
for (auto& attachment : weaponAttachments) {
//if (attachment == firstPersonAttachment || attachment == thirdPersonAttachment) {
// continue;
//}
attachment.DeleteChildren();
}
// Spawn the weapon(s)
EntityWrapper firstPersonWeapon;
EntityWrapper thirdPersonWeapon;
if (firstPersonAttachment.Valid()) {
firstPersonWeapon = SpawnerSystem::Spawn(firstPersonAttachment, firstPersonAttachment);
if (IsClient) {
if (firstPersonAttachment.Valid()) {
firstPersonWeapon = SpawnerSystem::Spawn(firstPersonAttachment, firstPersonAttachment);
}
}
if (thirdPersonAttachment.Valid()) {
thirdPersonWeapon = SpawnerSystem::Spawn(thirdPersonAttachment, thirdPersonAttachment);
}
m_ActiveWeapons[player].WeaponComponent = m_ComponentType;
m_ActiveWeapons[player].Player = player;
m_ActiveWeapons[player].WeaponEntity = player;
m_ActiveWeapons[player].FirstPersonEntity = firstPersonWeapon;
m_ActiveWeapons[player].ThirdPersonEntity = thirdPersonWeapon;
WeaponInfo& wi = m_ActiveWeapons[player];
wi.Player = player;
wi.WeaponEntity = player;
wi.FirstPersonEntity = firstPersonWeapon;
wi.FirstPersonPlayerModel = firstPersonWeapon;
wi.ThirdPersonEntity = thirdPersonWeapon;
wi.ThirdPersonPlayerModel = thirdPersonWeapon.FirstParentWithComponent("Model");
OnEquip(cWeapon, wi);
}
void holsterWeapon(ComponentWrapper cWeapon, EntityWrapper player)
{
auto activeWeapon = getActiveWeapon(player);
if (!activeWeapon) {
return;
}
WeaponInfo& wi = *activeWeapon;
// Send holster event
OnHolster(cWeapon, wi);
// Delete weapon entities
if (wi.FirstPersonEntity.Valid()) {
m_World->DeleteEntity(wi.FirstPersonEntity.ID);
}
if (wi.ThirdPersonEntity.Valid()) {
m_World->DeleteEntity(wi.ThirdPersonEntity.ID);
}
// Make weapon inactive
m_ActiveWeapons.erase(player);
}
};
+4 -1
View File
@@ -1,3 +1,6 @@
[Gameplay]
AutoReload=true
[Debug]
LogLevel=1
LoadMap=
@@ -72,7 +75,7 @@ NumIterations=9
TextureQuality=0
[GLOW]
Quality=3;
Quality=3
[GLOW1]
NumIterations=5
+3 -1
View File
@@ -27,4 +27,6 @@ M=SwitchToClient
P=SwitchToPlayer
K=TakeDamage,1500
F2=PerformanceTimingResetAllTimers
F3=PerformanceTimingCreateExcelData
F3=PerformanceTimingCreateExcelData
Comma=SwapToClassPick
Period=SwapToTeamPick
+11 -2
View File
@@ -33,7 +33,6 @@
<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"/>
@@ -45,9 +44,12 @@
<xs:include schemaLocation="Components/Sprite.xsd"/>
<xs:include schemaLocation="Components/Shielded.xsd"/>
<xs:include schemaLocation="Components/CapturePointHUD.xsd"/>
<xs:include schemaLocation="Components/AmmunitionHUD.xsd"/>
<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"/>
@@ -55,8 +57,15 @@
<xs:include schemaLocation="Components/DoubleJump.xsd"/>
<xs:include schemaLocation="Components/WeaponAttachment.xsd"/>
<xs:include schemaLocation="Components/DefenderWeapon.xsd"/>
<xs:include schemaLocation="Components/SidearmWeapon.xsd"/>
<xs:include schemaLocation="Components/CapturePointGameMode.xsd"/>
<xs:include schemaLocation="Components/CapturePointArrowHUD.xsd"/>
<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>
@@ -1,3 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<AmmunitionHUD xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="AmmunitionHUD.xsd">
</AmmunitionHUD>
@@ -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:include schemaLocation="../Types/TeamEnum.xsd"/>
<xs:element name="AmmunitionHUD">
<xs:annotation>
<xs:documentation>Hud element for tracking ammunition from parent with AssaultWeapon component. Child with the name "MagazineAmmo" tracks clip ammunition. Child with the name "Ammo" tracks ammo.</xs:documentation>
</xs:annotation>
</xs:element>
</xs:schema>
+7 -15
View File
@@ -1,18 +1,10 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Animation xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Animation.xsd">
<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>
<AnimationName></AnimationName>
<Time>0</Time>
<Play>false</Play>
<Reverse>false</Reverse>
<Speed>1</Speed>
<Loop>true</Loop>
<Additive>false</Additive>
</Animation>
+7 -17
View File
@@ -2,27 +2,17 @@
<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="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: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:all>
<xs:attribute name="replicated" type="xs:boolean" fixed="true"/>
</xs:complexType>
</xs:element>
</xs:schema>
@@ -1,5 +0,0 @@
<?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>
@@ -1,17 +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="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>
+17 -7
View File
@@ -1,12 +1,22 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<AssaultWeapon xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="AssaultWeapon.xsd">
<Slot><Primary/></Slot>
<MagazineAmmo>32</MagazineAmmo>
<MagazineSize>32</MagazineSize>
<Ammo>360</Ammo>
<MaxAmmo>360</MaxAmmo>
<BaseDamage>5</BaseDamage>
<RPM>120</RPM>
<ViewPunch>0.01</ViewPunch>
<ReloadTime>2</ReloadTime>
<Slot><Primary/></Slot>
<Ammo>320</Ammo>
<MaxAmmo>320</MaxAmmo>
<BaseDamage>15</BaseDamage>
<SpreadAngle>0.174533</SpreadAngle> <!-- 0.174533 = 10 degrees -->
<MaxTravelAngle>0.10</MaxTravelAngle> <!-- 0.174533 = 10 degrees -->
<RPM>420</RPM>
<ViewPunch>0.03</ViewPunch>
<ViewReturnSpeed>0.18</ViewReturnSpeed>
<ReloadTime>1.65</ReloadTime>
<EquipTime>0.5</EquipTime>
<TriggerHeld>false</TriggerHeld>
<FireCooldown>0</FireCooldown>
<ReloadQueued>false</ReloadQueued>
<IsReloading>false</IsReloading>
<ReloadTimer>0</ReloadTimer>
<CurrentTravel>0</CurrentTravel>
</AssaultWeapon>
+21 -3
View File
@@ -7,6 +7,7 @@
<xs:element name="AssaultWeapon">
<xs:complexType>
<xs:all>
<xs:element name="Slot" type="WeaponSlotEnum" minOccurs="0"/>
<xs:element name="MagazineAmmo" type="t:int" minOccurs="0">
<xs:annotation><xs:documentation>Ammo currently loaded into the magazine</xs:documentation></xs:annotation>
</xs:element>
@@ -20,16 +21,33 @@
<xs:annotation><xs:documentation>Maximum ammo able to be carried</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="BaseDamage" type="t:double" minOccurs="0"/>
<xs:element name="SpreadAngle" type="t:float" minOccurs="0">
<xs:annotation><xs:documentation>Spread angle in radians</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="MaxTravelAngle" type="t:float" minOccurs="0">
<xs:annotation><xs:documentation>Maximum vertical aim travel angle in radians</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="RPM" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>Rate of fire in rounds per minute</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="ViewPunch" type="t:float" minOccurs="0">
<xs:annotation><xs:documentation>View punch in radians for each bullet fired</xs:documentation></xs:annotation>
<xs:annotation><xs:documentation>View punch in radians for each shell fired</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="ViewReturnSpeed" type="t:float" minOccurs="0">
<xs:annotation><xs:documentation>The speed in radians per second the view returns to its original position after being punched</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="ReloadTime" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>Time it takes to reload the weapon in seconds</xs:documentation></xs:annotation>
<xs:annotation><xs:documentation>Time it takes to load ONE SHELL into the weapon in seconds</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="Slot" type="WeaponSlotEnum" minOccurs="0"/>
<xs:element name="EquipTime" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>Time it takes from selecting the weapon until it's ready to fire</xs:documentation></xs:annotation>
</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"/>
</xs:all>
</xs:complexType>
</xs:element>
+7
View File
@@ -0,0 +1,7 @@
<?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
@@ -0,0 +1,15 @@
<?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>
@@ -0,0 +1,5 @@
<?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>
@@ -0,0 +1,13 @@
<?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>
@@ -0,0 +1,5 @@
<?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>
@@ -0,0 +1,13 @@
<?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>
@@ -1,16 +1,21 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<DefenderWeapon xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="DefenderWeapon.xsd">
<Slot><Primary/></Slot>
<MagazineAmmo>8</MagazineAmmo>
<MagazineSize>8</MagazineSize>
<Ammo>64</Ammo>
<MaxAmmo>64</MaxAmmo>
<BaseDamage>90</BaseDamage>
<SpreadAngle>0.174533</SpreadAngle> <!-- 0.174533 = 10 degrees -->
<MaxTravelAngle>0.174533</MaxTravelAngle> <!-- 0.174533 = 10 degrees -->
<NumPellets>10</NumPellets>
<RPM>120</RPM>
<ViewPunch>0.01</ViewPunch>
<ViewPunch>0.03</ViewPunch>
<ViewReturnSpeed>0.2</ViewReturnSpeed>
<ReloadTime>0.5</ReloadTime>
<Slot><Primary/></Slot>
<IsFiring>false</IsFiring>
<TimeSinceLastFire>0</TimeSinceLastFire>
<TriggerHeld>false</TriggerHeld>
<FireCooldown>0</FireCooldown>
<IsReloading>false</IsReloading>
<ReloadTimer>0</ReloadTimer>
<CurrentTravel>0</CurrentTravel>
</DefenderWeapon>
+24 -3
View File
@@ -4,9 +4,22 @@
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:include schemaLocation="../Types/WeaponSlotEnum.xsd"/>
<xs:complexType name="WeaponStateEnum" mixed="true">
<xs:complexContent>
<xs:extension base="t:enum">
<xs:choice>
<xs:element name="Idle" type="t:int" fixed="0" minOccurs="0"/>
<xs:element name="Firing" type="t:int" fixed="1" minOccurs="0"/>
<xs:element name="Reloading" type="t:int" fixed="2" minOccurs="0"/>
</xs:choice>
</xs:extension>
</xs:complexContent>
</xs:complexType>
<xs:element name="DefenderWeapon">
<xs:complexType>
<xs:all>
<xs:element name="Slot" type="WeaponSlotEnum" minOccurs="0"/>
<xs:element name="MagazineAmmo" type="t:int" minOccurs="0">
<xs:annotation><xs:documentation>Ammo currently loaded into the magazine</xs:documentation></xs:annotation>
</xs:element>
@@ -25,6 +38,9 @@
<xs:element name="SpreadAngle" type="t:float" minOccurs="0">
<xs:annotation><xs:documentation>Spread angle in radians</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="MaxTravelAngle" type="t:float" minOccurs="0">
<xs:annotation><xs:documentation>Maximum vertical aim travel angle in radians</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="NumPellets" type="t:int" minOccurs="0"/>
<xs:element name="RPM" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>Rate of fire in rounds per minute</xs:documentation></xs:annotation>
@@ -32,12 +48,17 @@
<xs:element name="ViewPunch" type="t:float" minOccurs="0">
<xs:annotation><xs:documentation>View punch in radians for each shell fired</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="ViewReturnSpeed" type="t:float" minOccurs="0">
<xs:annotation><xs:documentation>The speed in radians per second the view returns to its original position after being punched</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="ReloadTime" type="t:double" minOccurs="0">
<xs:annotation><xs:documentation>Time it takes to load ONE SHELL into the weapon in seconds</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="Slot" type="WeaponSlotEnum" minOccurs="0"/>
<xs:element name="IsFiring" type="t:bool" minOccurs="0"/>
<xs:element name="TimeSinceLastFire" type="t:double" minOccurs="0"/>
<xs:element name="TriggerHeld" type="t:bool" minOccurs="0"/>
<xs:element name="FireCooldown" type="t:double" 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"/>
</xs:all>
</xs:complexType>
</xs:element>
@@ -3,6 +3,8 @@
<ExplosionOrigin X="0" Y="0" Z="0"/>
<TimeSinceDeath>0</TimeSinceDeath>
<ExplosionDuration>2</ExplosionDuration>
<Speed>1</Speed>
<Delay>0</Delay>
<!--<Gravity>1</Gravity>-->
<!--<GravityForce>1</GravityForce>-->
<!--<ObjectRadius>2</ObjectRadius>-->
@@ -18,6 +18,8 @@
<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>-->
@@ -0,0 +1,5 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<InputCmdButton xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="InputCmdButton.xsd">
<Command></Command>
<PressValue>0.0</PressValue>
</InputCmdButton>
@@ -0,0 +1,19 @@
<?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="InputCmdButton">
<xs:annotation><xs:documentation>Used with a Button component, the button will send an inputCommand event instead of ButtonPressed/Released event.</xs:documentation></xs:annotation>
<xs:complexType>
<xs:all>
<xs:element name="Command" type="t:string" minOccurs="0">
<xs:annotation><xs:documentation>The command name for the inputCommand.</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="PressValue" type="t:float" minOccurs="0">
<xs:annotation><xs:documentation>The value in inputCommand.Value that will be sent on button press.</xs:documentation></xs:annotation>
</xs:element>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
+1
View File
@@ -8,5 +8,6 @@
<NormalMap>true</NormalMap>
<SpecularMap>true</SpecularMap>
<GlowMap>true</GlowMap>
<Shadow>true</Shadow>
<GlowIntensity>3.0</GlowIntensity>
</Model>
+3
View File
@@ -36,6 +36,9 @@
<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>
@@ -0,0 +1,3 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<NetworkComponent xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="NetworkComponent.xsd">
</NetworkComponent>
@@ -0,0 +1,10 @@
<?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>
@@ -0,0 +1,10 @@
<?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>
@@ -0,0 +1,32 @@
<?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>
@@ -0,0 +1,6 @@
<?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>
@@ -0,0 +1,20 @@
<?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>
@@ -0,0 +1,7 @@
<?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>
@@ -0,0 +1,23 @@
<?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>

Some files were not shown because too many files have changed in this diff Show More