Compare commits
16 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 981dc3467e | |||
| 42af029a26 | |||
| 2e5dfc609a | |||
| ba6d2b758d | |||
| 12dd1d21de | |||
| e5dba6604b | |||
| 52d3cb3ebf | |||
| 68b0175b3d | |||
| 0e0a486c01 | |||
| 3436ba6656 | |||
| 2cfbe0f785 | |||
| fc3a3a8f2e | |||
| 3edc2f4819 | |||
| 9c3fa25834 | |||
| 3eaad275ba | |||
| 64df3fd7ad |
@@ -23,6 +23,7 @@ public:
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|||||||
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||||||
private:
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private:
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||||||
void renderText(std::string text, Font* font, TextJob::AlignmentEnum alignment, glm::vec4 color, glm::mat4 modelMatrix, glm::mat4 projectionMatrix, glm::mat4 viewMatrix);
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void renderText(std::string text, Font* font, TextJob::AlignmentEnum alignment, glm::vec4 color, glm::mat4 modelMatrix, glm::mat4 projectionMatrix, glm::mat4 viewMatrix);
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std::string parseColors(std::string text, std::map<int, glm::vec4>& colorChanges, glm::vec4 originalColor);
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Font* font;
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Font* font;
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GLuint VAO, VBO;
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GLuint VAO, VBO;
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|||||||
@@ -40,5 +40,17 @@ private:
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};
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};
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std::vector<EntityAtMaxValuePickupStruct> m_PickupAtMaximum;
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std::vector<EntityAtMaxValuePickupStruct> m_PickupAtMaximum;
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||||||
void DoPickup(EntityWrapper &player, EntityWrapper &trigger);
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void DoPickup(EntityWrapper &player, EntityWrapper &trigger);
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//class
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enum class PlayerClass {
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Assault,
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Defender,
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Sniper,
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None
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};
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||||||
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//helper methods
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bool DoesPlayerHaveMaxAmmo(EntityWrapper &player);
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PlayerClass DetermineClass(EntityWrapper &player);
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void SetPlayerAmmo(EntityWrapper &player, int ammoGain);
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int GetPlayerMaxAmmo(EntityWrapper &player);
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};
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};
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#endif
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#endif
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|||||||
+3962
-3974
File diff suppressed because it is too large
Load Diff
@@ -4,14 +4,39 @@
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|||||||
<Components>
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<Components>
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||||||
<c:AABB/>
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<c:AABB/>
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<c:CapturePoint/>
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<c:CapturePoint/>
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||||||
<c:Model>
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||||||
<Resource>Models/Core/UnitSphere.mesh</Resource>
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||||||
</c:Model>
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||||||
<c:Team/>
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<c:Team/>
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||||||
<c:Transform/>
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||||||
<c:Trigger/>
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<c:Trigger/>
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||||||
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<c:Transform/>
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</Components>
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</Components>
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||||||
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||||||
<Children/>
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<Children>
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||||||
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<Entity name="Red">
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||||||
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<Components>
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||||||
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<c:Model>
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<Resource>models/core/unitcube.mesh</Resource>
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</c:Model>
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||||||
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<c:Transform/>
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||||||
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</Components>
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||||||
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<Children/>
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||||||
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</Entity>
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<Entity name="Blue">
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<Components>
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||||||
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<c:Model>
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<Resource>models/core/unitcube.mesh</Resource>
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</c:Model>
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<c:Transform/>
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</Components>
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||||||
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<Children/>
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||||||
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</Entity>
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||||||
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<Entity name="Spectator">
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<Components>
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||||||
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<c:Model>
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<Resource>models/core/unitcube.mesh</Resource>
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</c:Model>
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<c:Transform/>
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</Components>
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<Children/>
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||||||
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</Entity>
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</Children>
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</Entity>
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</Entity>
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@@ -92,15 +92,15 @@
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</Entity>
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</Entity>
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<Entity>
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<Entity>
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<Components>
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<Components>
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<c:PlayerSpawn/>
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<c:Spawner>
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<EntityFile>Schema/Entities/Player.xml</EntityFile>
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</c:Spawner>
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<c:Team>
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<c:Team>
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<Team>
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<Team>
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<Red/>
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<Red/>
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</Team>
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</Team>
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</c:Team>
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</c:Team>
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<c:PlayerSpawn/>
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<c:Spawner>
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<EntityFile>Schema/Entities/Player.xml</EntityFile>
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</c:Spawner>
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<c:Transform/>
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<c:Transform/>
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</Components>
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</Components>
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<Children>
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<Children>
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@@ -143,15 +143,15 @@
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</Entity>
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</Entity>
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<Entity>
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<Entity>
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<Components>
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<Components>
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<c:PlayerSpawn/>
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<c:Spawner>
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<EntityFile>Schema/Entities/Player.xml</EntityFile>
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</c:Spawner>
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<c:Team>
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<c:Team>
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<Team>
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<Team>
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<Blue/>
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<Blue/>
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</Team>
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</Team>
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</c:Team>
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</c:Team>
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<c:PlayerSpawn/>
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<c:Spawner>
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<EntityFile>Schema/Entities/Player.xml</EntityFile>
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</c:Spawner>
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<c:Transform/>
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<c:Transform/>
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</Components>
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</Components>
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<Children>
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<Children>
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@@ -209,24 +209,26 @@
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<Components>
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<Components>
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<c:AABB/>
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<c:AABB/>
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<c:CapturePoint>
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<c:CapturePoint>
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<CaptureTimer>-15</CaptureTimer>
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<HomePointForTeam>
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<HomePointForTeam>
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<Blue/>
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<Blue/>
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</HomePointForTeam>
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</HomePointForTeam>
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</c:CapturePoint>
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</c:CapturePoint>
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<c:Model>
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<Resource>Models\Core\UnitCube.mesh</Resource>
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<Color A="1" B="1" G="0.200000003" R="0"/>
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</c:Model>
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<c:Team>
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<c:Team>
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<Team>
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<Team>
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<Blue/>
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<Blue/>
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</Team>
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</Team>
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</c:Team>
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</c:Team>
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<c:Trigger/>
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<c:Model>
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<Resource>Models\Core\UnitCube.mesh</Resource>
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<Color A="0.300000012" B="1" G="0" R="0"/>
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<Transparent>true</Transparent>
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</c:Model>
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||||||
<c:Transform>
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<c:Transform>
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<Position X="0" Y="0.773066521" Z="-18.975975"/>
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<Position X="0" Y="0.773066521" Z="-18.975975"/>
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||||||
<Scale X="4.9000001" Y="0.600000024" Z="3.50000024"/>
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<Scale X="4.9000001" Y="0.600000024" Z="3.50000024"/>
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</c:Transform>
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</c:Transform>
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||||||
<c:Trigger/>
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</Components>
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</Components>
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||||||
<Children/>
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<Children/>
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</Entity>
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</Entity>
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@@ -234,25 +236,27 @@
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|||||||
<Components>
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<Components>
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<c:AABB/>
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<c:AABB/>
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<c:CapturePoint>
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<c:CapturePoint>
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<CaptureTimer>15</CaptureTimer>
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<HomePointForTeam>
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<HomePointForTeam>
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<Red/>
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<Red/>
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</HomePointForTeam>
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</HomePointForTeam>
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||||||
<CapturePointNumber>1</CapturePointNumber>
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<CapturePointNumber>1</CapturePointNumber>
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</c:CapturePoint>
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</c:CapturePoint>
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||||||
<c:Model>
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||||||
<Resource>Models\Core\UnitCube.mesh</Resource>
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||||||
<Color A="1" B="1" G="1" R="0"/>
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||||||
</c:Model>
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||||||
<c:Team>
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<c:Team>
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||||||
<Team>
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<Team>
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||||||
<Red/>
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<Red/>
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||||||
</Team>
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</Team>
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||||||
</c:Team>
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</c:Team>
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||||||
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<c:Trigger/>
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||||||
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<c:Model>
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||||||
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<Resource>Models\Core\UnitCube.mesh</Resource>
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||||||
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<Color A="0.300000012" B="0" G="0" R="1"/>
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||||||
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<Transparent>true</Transparent>
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||||||
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</c:Model>
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||||||
<c:Transform>
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<c:Transform>
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||||||
<Position X="0" Y="0.452868998" Z="18.5607414"/>
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<Position X="0" Y="0.452868998" Z="18.5607414"/>
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||||||
<Scale X="4.60000038" Y="0.900000036" Z="4.10000038"/>
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<Scale X="4.60000038" Y="0.900000036" Z="4.10000038"/>
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||||||
</c:Transform>
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</c:Transform>
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||||||
<c:Trigger/>
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||||||
</Components>
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</Components>
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||||||
<Children/>
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<Children/>
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||||||
</Entity>
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</Entity>
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||||||
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|||||||
@@ -0,0 +1,336 @@
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|||||||
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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
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||||||
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<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
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||||||
|
|
||||||
|
<Components>
|
||||||
|
<c:Transform/>
|
||||||
|
</Components>
|
||||||
|
|
||||||
|
<Children>
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||||||
|
<Entity>
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||||||
|
<Components>
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||||||
|
<c:AABB/>
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||||||
|
<c:Collidable/>
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||||||
|
<c:Model>
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||||||
|
<Resource>models/core/unitcube.mesh</Resource>
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||||||
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<Color A="1" B="0.980392158" G="1" R="1"/>
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||||||
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</c:Model>
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||||||
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<c:Transform>
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||||||
|
<Position X="-0.100000001" Y="0" Z="0"/>
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||||||
|
<Scale X="50" Y="1" Z="51.1000023"/>
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||||||
|
</c:Transform>
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||||||
|
</Components>
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||||||
|
<Children/>
|
||||||
|
</Entity>
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||||||
|
<Entity>
|
||||||
|
<Components>
|
||||||
|
<c:AABB/>
|
||||||
|
<c:Collidable/>
|
||||||
|
<c:Model>
|
||||||
|
<Resource>models/core/unitcube.mesh</Resource>
|
||||||
|
<Color A="1" B="0" G="0" R="1"/>
|
||||||
|
</c:Model>
|
||||||
|
<c:Transform>
|
||||||
|
<Position X="-14.500001" Y="1.50000012" Z="16.9222012"/>
|
||||||
|
<Scale X="14.4000006" Y="5.30000019" Z="4.5"/>
|
||||||
|
</c:Transform>
|
||||||
|
</Components>
|
||||||
|
<Children/>
|
||||||
|
</Entity>
|
||||||
|
<Entity>
|
||||||
|
<Components>
|
||||||
|
<c:DirectionalLight/>
|
||||||
|
<c:Transform>
|
||||||
|
<Orientation X="4.38500023" Y="0" Z="0.458000034"/>
|
||||||
|
</c:Transform>
|
||||||
|
</Components>
|
||||||
|
<Children/>
|
||||||
|
</Entity>
|
||||||
|
<Entity>
|
||||||
|
<Components>
|
||||||
|
<c:AABB/>
|
||||||
|
<c:Collidable/>
|
||||||
|
<c:Model>
|
||||||
|
<Resource>models/core/unitcube.mesh</Resource>
|
||||||
|
<Color A="1" B="1" G="0" R="0"/>
|
||||||
|
</c:Model>
|
||||||
|
<c:Transform>
|
||||||
|
<Position X="-14.500001" Y="1.50000012" Z="-17.6888409"/>
|
||||||
|
<Scale X="14.4000006" Y="5.30000019" Z="4.5"/>
|
||||||
|
</c:Transform>
|
||||||
|
</Components>
|
||||||
|
<Children/>
|
||||||
|
</Entity>
|
||||||
|
<Entity>
|
||||||
|
<Components>
|
||||||
|
<c:AABB/>
|
||||||
|
<c:Collidable/>
|
||||||
|
<c:Model>
|
||||||
|
<Resource>models/core/unitcube.mesh</Resource>
|
||||||
|
<Color A="1" B="0" G="0" R="1"/>
|
||||||
|
</c:Model>
|
||||||
|
<c:Transform>
|
||||||
|
<Position X="12.1000004" Y="1.50000012" Z="16.9222012"/>
|
||||||
|
<Scale X="14.4000006" Y="5.30000019" Z="4.5"/>
|
||||||
|
</c:Transform>
|
||||||
|
</Components>
|
||||||
|
<Children/>
|
||||||
|
</Entity>
|
||||||
|
<Entity>
|
||||||
|
<Components>
|
||||||
|
<c:AABB/>
|
||||||
|
<c:Collidable/>
|
||||||
|
<c:Model>
|
||||||
|
<Resource>models/core/unitcube.mesh</Resource>
|
||||||
|
<Color A="1" B="1" G="0" R="0"/>
|
||||||
|
</c:Model>
|
||||||
|
<c:Transform>
|
||||||
|
<Position X="12.1228638" Y="1.50000012" Z="-17.9642811"/>
|
||||||
|
<Scale X="14.4000006" Y="5.30000019" Z="4.5"/>
|
||||||
|
</c:Transform>
|
||||||
|
</Components>
|
||||||
|
<Children/>
|
||||||
|
</Entity>
|
||||||
|
<Entity>
|
||||||
|
<Components>
|
||||||
|
<c:Team>
|
||||||
|
<Team>
|
||||||
|
<Red/>
|
||||||
|
</Team>
|
||||||
|
</c:Team>
|
||||||
|
<c:PlayerSpawn/>
|
||||||
|
<c:Spawner>
|
||||||
|
<EntityFile>Schema/Entities/Player.xml</EntityFile>
|
||||||
|
</c:Spawner>
|
||||||
|
<c:Transform/>
|
||||||
|
</Components>
|
||||||
|
<Children>
|
||||||
|
<Entity>
|
||||||
|
<Components>
|
||||||
|
<c:SpawnPoint/>
|
||||||
|
<c:Transform>
|
||||||
|
<Position X="-20.6000004" Y="1" Z="21.7150002"/>
|
||||||
|
</c:Transform>
|
||||||
|
</Components>
|
||||||
|
<Children/>
|
||||||
|
</Entity>
|
||||||
|
<Entity>
|
||||||
|
<Components>
|
||||||
|
<c:PlayerSpawn/>
|
||||||
|
<c:Transform>
|
||||||
|
<Position X="-12.2000008" Y="1" Z="21.5000019"/>
|
||||||
|
</c:Transform>
|
||||||
|
</Components>
|
||||||
|
<Children/>
|
||||||
|
</Entity>
|
||||||
|
<Entity>
|
||||||
|
<Components>
|
||||||
|
<c:Transform>
|
||||||
|
<Position X="15.4000006" Y="1" Z="21.6000004"/>
|
||||||
|
</c:Transform>
|
||||||
|
</Components>
|
||||||
|
<Children/>
|
||||||
|
</Entity>
|
||||||
|
<Entity>
|
||||||
|
<Components>
|
||||||
|
<c:SpawnPoint/>
|
||||||
|
<c:Transform>
|
||||||
|
<Position X="10.500001" Y="0" Z="21.9000015"/>
|
||||||
|
</c:Transform>
|
||||||
|
</Components>
|
||||||
|
<Children/>
|
||||||
|
</Entity>
|
||||||
|
</Children>
|
||||||
|
</Entity>
|
||||||
|
<Entity>
|
||||||
|
<Components>
|
||||||
|
<c:Team>
|
||||||
|
<Team>
|
||||||
|
<Blue/>
|
||||||
|
</Team>
|
||||||
|
</c:Team>
|
||||||
|
<c:PlayerSpawn/>
|
||||||
|
<c:Spawner>
|
||||||
|
<EntityFile>Schema/Entities/Player.xml</EntityFile>
|
||||||
|
</c:Spawner>
|
||||||
|
<c:Transform/>
|
||||||
|
</Components>
|
||||||
|
<Children>
|
||||||
|
<Entity>
|
||||||
|
<Components>
|
||||||
|
<c:SpawnPoint/>
|
||||||
|
<c:Transform>
|
||||||
|
<Position X="-9.70000076" Y="1" Z="-23.4000015"/>
|
||||||
|
</c:Transform>
|
||||||
|
</Components>
|
||||||
|
<Children/>
|
||||||
|
</Entity>
|
||||||
|
<Entity>
|
||||||
|
<Components>
|
||||||
|
<c:SpawnPoint/>
|
||||||
|
<c:Transform>
|
||||||
|
<Position X="-18.8000011" Y="1" Z="-22.3000011"/>
|
||||||
|
</c:Transform>
|
||||||
|
</Components>
|
||||||
|
<Children/>
|
||||||
|
</Entity>
|
||||||
|
<Entity>
|
||||||
|
<Components>
|
||||||
|
<c:SpawnPoint/>
|
||||||
|
<c:Transform>
|
||||||
|
<Position X="8.10000038" Y="1" Z="-23.2000008"/>
|
||||||
|
</c:Transform>
|
||||||
|
</Components>
|
||||||
|
<Children/>
|
||||||
|
</Entity>
|
||||||
|
<Entity>
|
||||||
|
<Components>
|
||||||
|
<c:SpawnPoint/>
|
||||||
|
<c:Transform>
|
||||||
|
<Position X="16.2000008" Y="1" Z="-23.2000008"/>
|
||||||
|
</c:Transform>
|
||||||
|
</Components>
|
||||||
|
<Children/>
|
||||||
|
</Entity>
|
||||||
|
</Children>
|
||||||
|
</Entity>
|
||||||
|
<Entity>
|
||||||
|
<Components>
|
||||||
|
<c:Model>
|
||||||
|
<Resource>models/core/unitcube.mesh</Resource>
|
||||||
|
<Color A="1" B="39.2156868" G="0" R="3.13725495"/>
|
||||||
|
</c:Model>
|
||||||
|
<c:Transform>
|
||||||
|
<Scale X="-70" Y="-70" Z="-70"/>
|
||||||
|
</c:Transform>
|
||||||
|
</Components>
|
||||||
|
<Children/>
|
||||||
|
</Entity>
|
||||||
|
<Entity>
|
||||||
|
<Components>
|
||||||
|
<c:Transform/>
|
||||||
|
</Components>
|
||||||
|
<Children>
|
||||||
|
<Entity name="-">
|
||||||
|
<Components>
|
||||||
|
<c:AABB/>
|
||||||
|
<c:CapturePoint>
|
||||||
|
<CaptureTimer>15</CaptureTimer>
|
||||||
|
<HomePointForTeam>
|
||||||
|
<Red/>
|
||||||
|
</HomePointForTeam>
|
||||||
|
</c:CapturePoint>
|
||||||
|
<c:Team>
|
||||||
|
<Team>
|
||||||
|
<Red/>
|
||||||
|
</Team>
|
||||||
|
</c:Team>
|
||||||
|
<c:Trigger/>
|
||||||
|
<c:Transform>
|
||||||
|
<Position X="0" Y="0" Z="-4.10000038"/>
|
||||||
|
</c:Transform>
|
||||||
|
</Components>
|
||||||
|
<Children>
|
||||||
|
<Entity name="Red">
|
||||||
|
<Components>
|
||||||
|
<c:Model>
|
||||||
|
<Resource>models/core/unitcube.mesh</Resource>
|
||||||
|
</c:Model>
|
||||||
|
<c:Transform>
|
||||||
|
<Scale X="2.70000005" Y="3.4000001" Z="4.60000038"/>
|
||||||
|
</c:Transform>
|
||||||
|
</Components>
|
||||||
|
<Children/>
|
||||||
|
</Entity>
|
||||||
|
<Entity name="Blue">
|
||||||
|
<Components>
|
||||||
|
<c:Model>
|
||||||
|
<Resource>models/core/unitcube.mesh</Resource>
|
||||||
|
</c:Model>
|
||||||
|
<c:Transform>
|
||||||
|
<Scale X="3.4000001" Y="4.70000029" Z="0.700000048"/>
|
||||||
|
</c:Transform>
|
||||||
|
</Components>
|
||||||
|
<Children/>
|
||||||
|
</Entity>
|
||||||
|
<Entity name="Spectator">
|
||||||
|
<Components>
|
||||||
|
<c:Model>
|
||||||
|
<Resource>models/core/unitcube.mesh</Resource>
|
||||||
|
</c:Model>
|
||||||
|
<c:Transform>
|
||||||
|
<Scale X="1" Y="5.70000029" Z="1"/>
|
||||||
|
</c:Transform>
|
||||||
|
</Components>
|
||||||
|
<Children/>
|
||||||
|
</Entity>
|
||||||
|
</Children>
|
||||||
|
</Entity>
|
||||||
|
</Children>
|
||||||
|
</Entity>
|
||||||
|
<Entity>
|
||||||
|
<Components>
|
||||||
|
<c:Transform/>
|
||||||
|
</Components>
|
||||||
|
<Children>
|
||||||
|
<Entity name="-">
|
||||||
|
<Components>
|
||||||
|
<c:AABB/>
|
||||||
|
<c:CapturePoint>
|
||||||
|
<CaptureTimer>-15</CaptureTimer>
|
||||||
|
<HomePointForTeam>
|
||||||
|
<Blue/>
|
||||||
|
</HomePointForTeam>
|
||||||
|
<CapturePointNumber>1</CapturePointNumber>
|
||||||
|
</c:CapturePoint>
|
||||||
|
<c:Team>
|
||||||
|
<Team>
|
||||||
|
<Blue/>
|
||||||
|
</Team>
|
||||||
|
</c:Team>
|
||||||
|
<c:Trigger/>
|
||||||
|
<c:Transform>
|
||||||
|
<Position X="0" Y="0" Z="4"/>
|
||||||
|
</c:Transform>
|
||||||
|
</Components>
|
||||||
|
<Children>
|
||||||
|
<Entity name="Red">
|
||||||
|
<Components>
|
||||||
|
<c:Model>
|
||||||
|
<Resource>models/core/unitcube.mesh</Resource>
|
||||||
|
</c:Model>
|
||||||
|
<c:Transform>
|
||||||
|
<Scale X="4.4000001" Y="2" Z="3.70000029"/>
|
||||||
|
</c:Transform>
|
||||||
|
</Components>
|
||||||
|
<Children/>
|
||||||
|
</Entity>
|
||||||
|
<Entity name="Blue">
|
||||||
|
<Components>
|
||||||
|
<c:Model>
|
||||||
|
<Resource>models/core/unitcube.mesh</Resource>
|
||||||
|
</c:Model>
|
||||||
|
<c:Transform>
|
||||||
|
<Orientation X="0" Y="2.95000005" Z="0"/>
|
||||||
|
<Scale X="4.70000029" Y="3.60000014" Z="3.60000014"/>
|
||||||
|
</c:Transform>
|
||||||
|
</Components>
|
||||||
|
<Children/>
|
||||||
|
</Entity>
|
||||||
|
<Entity name="Spectator">
|
||||||
|
<Components>
|
||||||
|
<c:Model>
|
||||||
|
<Resource>models/core/unitcube.mesh</Resource>
|
||||||
|
</c:Model>
|
||||||
|
<c:Transform>
|
||||||
|
<Scale X="5.50000048" Y="2.5" Z="3.80000019"/>
|
||||||
|
</c:Transform>
|
||||||
|
</Components>
|
||||||
|
<Children/>
|
||||||
|
</Entity>
|
||||||
|
</Children>
|
||||||
|
</Entity>
|
||||||
|
</Children>
|
||||||
|
</Entity>
|
||||||
|
</Children>
|
||||||
|
|
||||||
|
</Entity>
|
||||||
@@ -162,7 +162,7 @@ void Server::unreliableBroadcast(Packet& packet)
|
|||||||
{
|
{
|
||||||
for (auto& kv : m_ConnectedPlayers) {
|
for (auto& kv : m_ConnectedPlayers) {
|
||||||
packet.ChangePacketID(kv.second.PacketID);
|
packet.ChangePacketID(kv.second.PacketID);
|
||||||
// m_Unreliable.Send(packet, kv.second);
|
// m_Unreliable.Send(packet, kv.second);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -655,7 +655,8 @@ bool Server::shouldSendToClient(EntityWrapper childEntity)
|
|||||||
|| childEntity.HasComponent("HealthPickup")
|
|| childEntity.HasComponent("HealthPickup")
|
||||||
|| childEntity.HasComponent("AmmoPickup")
|
|| childEntity.HasComponent("AmmoPickup")
|
||||||
|| childEntity.HasComponent("ScoreScreen")
|
|| childEntity.HasComponent("ScoreScreen")
|
||||||
|| childEntity.FirstParentWithComponent("ScoreScreen").Valid();
|
|| childEntity.FirstParentWithComponent("ScoreScreen").Valid()
|
||||||
|
|| childEntity.FirstParentWithComponent("CapturePoint").Valid();
|
||||||
}
|
}
|
||||||
|
|
||||||
PlayerID Server::getPlayerIDFromEndpoint()
|
PlayerID Server::getPlayerIDFromEndpoint()
|
||||||
@@ -674,7 +675,7 @@ PlayerID Server::getPlayerIDFromEndpoint()
|
|||||||
|
|
||||||
PlayerID Server::getPlayerIDFromEntityID(EntityID entityID)
|
PlayerID Server::getPlayerIDFromEntityID(EntityID entityID)
|
||||||
{
|
{
|
||||||
for(auto& kv : m_ConnectedPlayers) {
|
for (auto& kv : m_ConnectedPlayers) {
|
||||||
if (entityID == kv.second.EntityID) {
|
if (entityID == kv.second.EntityID) {
|
||||||
return kv.first;
|
return kv.first;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -7,23 +7,23 @@ TextPass::TextPass()
|
|||||||
|
|
||||||
void TextPass::Initialize()
|
void TextPass::Initialize()
|
||||||
{
|
{
|
||||||
glGenVertexArrays(1, &VAO);
|
glGenVertexArrays(1, &VAO);
|
||||||
glGenBuffers(1, &VBO);
|
glGenBuffers(1, &VBO);
|
||||||
glBindVertexArray(VAO);
|
glBindVertexArray(VAO);
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||||
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 6 * 4, NULL, GL_DYNAMIC_DRAW);
|
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 6 * 4, NULL, GL_DYNAMIC_DRAW);
|
||||||
glEnableVertexAttribArray(0);
|
glEnableVertexAttribArray(0);
|
||||||
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), 0);
|
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), 0);
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||||
glBindVertexArray(0);
|
glBindVertexArray(0);
|
||||||
|
|
||||||
m_TextProgram = ResourceManager::Load<ShaderProgram>("#TextProgram");
|
m_TextProgram = ResourceManager::Load<ShaderProgram>("#TextProgram");
|
||||||
m_TextProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Text.vert.glsl")));
|
m_TextProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Text.vert.glsl")));
|
||||||
m_TextProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Text.frag.glsl")));
|
m_TextProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Text.frag.glsl")));
|
||||||
m_TextProgram->Compile();
|
m_TextProgram->Compile();
|
||||||
m_TextProgram->BindFragDataLocation(0, "sceneColor");
|
m_TextProgram->BindFragDataLocation(0, "sceneColor");
|
||||||
m_TextProgram->BindFragDataLocation(1, "bloomColor");
|
m_TextProgram->BindFragDataLocation(1, "bloomColor");
|
||||||
m_TextProgram->Link();
|
m_TextProgram->Link();
|
||||||
}
|
}
|
||||||
|
|
||||||
void TextPass::Update()
|
void TextPass::Update()
|
||||||
@@ -33,81 +33,180 @@ void TextPass::Update()
|
|||||||
|
|
||||||
void TextPass::Draw(RenderScene& scene, FrameBuffer& frameBuffer)
|
void TextPass::Draw(RenderScene& scene, FrameBuffer& frameBuffer)
|
||||||
{
|
{
|
||||||
GLERROR("Derp1");
|
GLERROR("Derp1");
|
||||||
TextPassState* state = new TextPassState(frameBuffer.GetHandle());
|
TextPassState* state = new TextPassState(frameBuffer.GetHandle());
|
||||||
for (auto &job : scene.Jobs.Text) {
|
for (auto &job : scene.Jobs.Text) {
|
||||||
auto textJob = std::dynamic_pointer_cast<TextJob>(job);
|
auto textJob = std::dynamic_pointer_cast<TextJob>(job);
|
||||||
if (textJob) {
|
if (textJob) {
|
||||||
|
|
||||||
renderText(textJob->Content, textJob->Resource, textJob->Alignment, textJob->Color, textJob->Matrix, scene.Camera->ProjectionMatrix(), scene.Camera->ViewMatrix());
|
renderText(textJob->Content, textJob->Resource, textJob->Alignment, textJob->Color, textJob->Matrix, scene.Camera->ProjectionMatrix(), scene.Camera->ViewMatrix());
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
GLERROR("Derp2");
|
GLERROR("Derp2");
|
||||||
delete state;
|
delete state;
|
||||||
|
}
|
||||||
|
|
||||||
|
std::string TextPass::parseColors(std::string text, std::map<int, glm::vec4>& colorChanges, glm::vec4 originalColor)
|
||||||
|
{
|
||||||
|
std::string parsedString = text;
|
||||||
|
glm::vec4 newColor = originalColor;
|
||||||
|
bool colorChange = false;
|
||||||
|
|
||||||
|
for (std::string::const_iterator c = parsedString.begin(); c != parsedString.end(); c++) {
|
||||||
|
if (*c == char(92)) { // Backlash
|
||||||
|
if ((c + 1) != parsedString.end()) {
|
||||||
|
if (*(c + 1) == char('C')) { // C for Color
|
||||||
|
if ((c + 7) != parsedString.end()) {
|
||||||
|
bool hasCorrectFormat = true;
|
||||||
|
|
||||||
|
for (std::string::const_iterator colorC = c + 2; colorC != c + 8; colorC++) {
|
||||||
|
if (*colorC < '0' || *colorC > 'F') {
|
||||||
|
hasCorrectFormat = false;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (hasCorrectFormat == true) {
|
||||||
|
colorChange = true;
|
||||||
|
|
||||||
|
std::array<int, 3> hexToInt = {
|
||||||
|
std::stoi(std::string(c + 2, c + 4), 0, 16),
|
||||||
|
std::stoi(std::string(c + 4, c + 6), 0, 16),
|
||||||
|
std::stoi(std::string(c + 6, c + 8), 0, 16)
|
||||||
|
};
|
||||||
|
|
||||||
|
newColor = glm::vec4(
|
||||||
|
float(hexToInt[0]) / 255.f,
|
||||||
|
float(hexToInt[1]) / 255.f,
|
||||||
|
float(hexToInt[2]) / 255.f,
|
||||||
|
newColor.a);
|
||||||
|
|
||||||
|
parsedString.erase(c, (c + 8));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (*(c + 1) == char('A')) { // A for Alpha
|
||||||
|
if ((c + 3) != parsedString.end()) {
|
||||||
|
bool hasCorrectFormat = true;
|
||||||
|
|
||||||
|
for (std::string::const_iterator colorC = c + 2; colorC != c + 4; colorC++) {
|
||||||
|
if (*colorC < '0' || *colorC > 'F') {
|
||||||
|
hasCorrectFormat = false;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (hasCorrectFormat == true) {
|
||||||
|
colorChange = true;
|
||||||
|
|
||||||
|
int hexToInt = std::stoi(std::string(c + 2, c + 4), 0, 16);
|
||||||
|
|
||||||
|
newColor = glm::vec4(
|
||||||
|
newColor.r,
|
||||||
|
newColor.g,
|
||||||
|
newColor.b,
|
||||||
|
float(hexToInt) / 255.f);
|
||||||
|
|
||||||
|
parsedString.erase(c, (c + 4));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if ((*(c + 1) >= '1' && *(c + 1) <= '9') || *(c + 1) == 'B' || *(c + 1) == 'E' || *(c + 1) == 'F') { // Icons
|
||||||
|
if (*(c + 1) >= '1' && *(c + 1) <= '9') {
|
||||||
|
parsedString.replace(c, (c + 2), 1, (*(c + 1) - 48));
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
parsedString.replace(c, (c + 2), 1, (*(c + 1) - 55));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (colorChange) {
|
||||||
|
colorChanges[c - parsedString.begin()] = newColor;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
return parsedString;
|
||||||
}
|
}
|
||||||
|
|
||||||
void TextPass::renderText(std::string text, Font* font, TextJob::AlignmentEnum alignment, glm::vec4 color, glm::mat4 modelMatrix, glm::mat4 projectionMatrix, glm::mat4 viewMatrix)
|
void TextPass::renderText(std::string text, Font* font, TextJob::AlignmentEnum alignment, glm::vec4 color, glm::mat4 modelMatrix, glm::mat4 projectionMatrix, glm::mat4 viewMatrix)
|
||||||
{
|
{
|
||||||
GLfloat penX = 0;
|
GLfloat penX = 0;
|
||||||
GLfloat penY = 0;
|
GLfloat penY = 0;
|
||||||
GLfloat scale = 1.0/font->FontSize;
|
GLfloat scale = 1.0 / font->FontSize;
|
||||||
|
|
||||||
GLfloat stringWidth = 0.f;
|
GLfloat stringWidth = 0.f;
|
||||||
|
|
||||||
for (std::string::const_iterator c = text.begin(); c != text.end(); c++) {
|
std::map<int, glm::vec4> colorChanges;
|
||||||
Font::Character ch = font->m_Characters[*c];
|
std::string parsedText = parseColors(text, colorChanges, color);
|
||||||
stringWidth += (ch.Advance >> 6) * scale;
|
|
||||||
}
|
|
||||||
|
|
||||||
if(alignment == TextJob::AlignmentEnum::Center) {
|
for (std::string::const_iterator c = parsedText.begin(); c != parsedText.end(); c++) {
|
||||||
penX = -stringWidth/2.f;
|
Font::Character ch = font->m_Characters[*c];
|
||||||
} else if (alignment == TextJob::AlignmentEnum::Right) {
|
stringWidth += (ch.Advance >> 6) * scale;
|
||||||
penX = -stringWidth;
|
}
|
||||||
} else {
|
|
||||||
penX = 0;
|
if (alignment == TextJob::AlignmentEnum::Center) {
|
||||||
}
|
penX = -stringWidth / 2.f;
|
||||||
|
}
|
||||||
|
else if (alignment == TextJob::AlignmentEnum::Right) {
|
||||||
|
penX = -stringWidth;
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
penX = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
m_TextProgram->Bind();
|
m_TextProgram->Bind();
|
||||||
glUniform4fv(glGetUniformLocation(m_TextProgram->GetHandle(), "textColor"), 1, glm::value_ptr(color));
|
glUniform4fv(glGetUniformLocation(m_TextProgram->GetHandle(), "textColor"), 1, glm::value_ptr(color));
|
||||||
glUniformMatrix4fv(glGetUniformLocation(m_TextProgram->GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
|
glUniformMatrix4fv(glGetUniformLocation(m_TextProgram->GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
|
||||||
glUniformMatrix4fv(glGetUniformLocation(m_TextProgram->GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(viewMatrix));
|
glUniformMatrix4fv(glGetUniformLocation(m_TextProgram->GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(viewMatrix));
|
||||||
glUniformMatrix4fv(glGetUniformLocation(m_TextProgram->GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(projectionMatrix));
|
glUniformMatrix4fv(glGetUniformLocation(m_TextProgram->GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(projectionMatrix));
|
||||||
glActiveTexture(GL_TEXTURE0);
|
glActiveTexture(GL_TEXTURE0);
|
||||||
glBindVertexArray(VAO);
|
glBindVertexArray(VAO);
|
||||||
|
|
||||||
|
|
||||||
for (std::string::const_iterator c = text.begin(); c != text.end(); c++) {
|
for (std::string::const_iterator c = parsedText.begin(); c != parsedText.end(); c++) {
|
||||||
Font::Character ch = font->m_Characters[*c];
|
|
||||||
|
|
||||||
GLfloat xpos = penX + ch.Bearing.x * scale;
|
auto it = colorChanges.find(c - parsedText.begin());
|
||||||
GLfloat ypos = penY - (ch.Size.y - ch.Bearing.y) * scale;
|
if (it != colorChanges.end()) {
|
||||||
|
glUniform4fv(glGetUniformLocation(m_TextProgram->GetHandle(), "textColor"), 1, glm::value_ptr(it->second));
|
||||||
|
}
|
||||||
|
|
||||||
GLfloat w = ch.Size.x * scale;
|
Font::Character ch = font->m_Characters[*c];
|
||||||
GLfloat h = ch.Size.y * scale;
|
|
||||||
|
|
||||||
GLfloat vertices[6][4] = {
|
GLfloat xpos = penX + ch.Bearing.x * scale;
|
||||||
{ xpos, ypos + h, 0.0, 0.0 },
|
GLfloat ypos = penY - (ch.Size.y - ch.Bearing.y) * scale;
|
||||||
{ xpos, ypos, 0.0, 1.0 },
|
|
||||||
{ xpos + w, ypos, 1.0, 1.0 },
|
|
||||||
|
|
||||||
{ xpos, ypos + h, 0.0, 0.0 },
|
GLfloat w = ch.Size.x * scale;
|
||||||
{ xpos + w, ypos, 1.0, 1.0 },
|
GLfloat h = ch.Size.y * scale;
|
||||||
{ xpos + w, ypos + h, 1.0, 0.0 }
|
|
||||||
};
|
|
||||||
|
|
||||||
glBindTexture(GL_TEXTURE_2D, ch.TextureID);
|
GLfloat vertices[6][4] = {
|
||||||
|
{ xpos, ypos + h, 0.0, 0.0 },
|
||||||
|
{ xpos, ypos, 0.0, 1.0 },
|
||||||
|
{ xpos + w, ypos, 1.0, 1.0 },
|
||||||
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
{ xpos, ypos + h, 0.0, 0.0 },
|
||||||
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
|
{ xpos + w, ypos, 1.0, 1.0 },
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
{ xpos + w, ypos + h, 1.0, 0.0 }
|
||||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
};
|
||||||
penX += (ch.Advance >> 6) * scale; // Bitshift by 6 to get value in pixels (2^6 = 64)
|
|
||||||
}
|
|
||||||
glBindVertexArray(0);
|
|
||||||
glBindTexture(GL_TEXTURE_2D, 0);
|
|
||||||
|
|
||||||
GLERROR("Text rendering Error");
|
glBindTexture(GL_TEXTURE_2D, ch.TextureID);
|
||||||
|
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||||
|
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||||
|
penX += (ch.Advance >> 6) * scale; // Bitshift by 6 to get value in pixels (2^6 = 64)
|
||||||
|
}
|
||||||
|
glBindVertexArray(0);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, 0);
|
||||||
|
|
||||||
|
GLERROR("Text rendering Error");
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -137,20 +137,13 @@ Game::Game(int argc, char* argv[])
|
|||||||
m_SystemPipeline->AddSystem<LifetimeSystem>(updateOrderLevel);
|
m_SystemPipeline->AddSystem<LifetimeSystem>(updateOrderLevel);
|
||||||
m_SystemPipeline->AddSystem<CapturePointSystem>(updateOrderLevel);
|
m_SystemPipeline->AddSystem<CapturePointSystem>(updateOrderLevel);
|
||||||
m_SystemPipeline->AddSystem<CapturePointHUDSystem>(updateOrderLevel);
|
m_SystemPipeline->AddSystem<CapturePointHUDSystem>(updateOrderLevel);
|
||||||
m_SystemPipeline->AddSystem<PickupSpawnSystem>(updateOrderLevel);
|
|
||||||
m_SystemPipeline->AddSystem<AmmoPickupSystem>(updateOrderLevel);
|
|
||||||
m_SystemPipeline->AddSystem<DamageIndicatorSystem>(updateOrderLevel);
|
|
||||||
m_SystemPipeline->AddSystem<TextFieldReader>(updateOrderLevel);
|
m_SystemPipeline->AddSystem<TextFieldReader>(updateOrderLevel);
|
||||||
m_SystemPipeline->AddSystem<AbilityCooldownHUDSystem>(updateOrderLevel);
|
m_SystemPipeline->AddSystem<AbilityCooldownHUDSystem>(updateOrderLevel);
|
||||||
m_SystemPipeline->AddSystem<CapturePointArrowHUDSystem>(updateOrderLevel);
|
m_SystemPipeline->AddSystem<CapturePointArrowHUDSystem>(updateOrderLevel);
|
||||||
m_SystemPipeline->AddSystem<KillFeedSystem>(updateOrderLevel);
|
m_SystemPipeline->AddSystem<KillFeedSystem>(updateOrderLevel);
|
||||||
m_SystemPipeline->AddSystem<CapturePointSystem>(updateOrderLevel);
|
|
||||||
m_SystemPipeline->AddSystem<CapturePointHUDSystem>(updateOrderLevel);
|
|
||||||
m_SystemPipeline->AddSystem<PickupSpawnSystem>(updateOrderLevel);
|
m_SystemPipeline->AddSystem<PickupSpawnSystem>(updateOrderLevel);
|
||||||
m_SystemPipeline->AddSystem<AmmoPickupSystem>(updateOrderLevel);
|
m_SystemPipeline->AddSystem<AmmoPickupSystem>(updateOrderLevel);
|
||||||
m_SystemPipeline->AddSystem<DamageIndicatorSystem>(updateOrderLevel);
|
m_SystemPipeline->AddSystem<DamageIndicatorSystem>(updateOrderLevel);
|
||||||
m_SystemPipeline->AddSystem<TextFieldReader>(updateOrderLevel);
|
|
||||||
m_SystemPipeline->AddSystem<KillFeedSystem>(updateOrderLevel);
|
|
||||||
m_SystemPipeline->AddSystem<BoostSystem>(updateOrderLevel);
|
m_SystemPipeline->AddSystem<BoostSystem>(updateOrderLevel);
|
||||||
m_SystemPipeline->AddSystem<ButtonSystem>(updateOrderLevel, m_Renderer);
|
m_SystemPipeline->AddSystem<ButtonSystem>(updateOrderLevel, m_Renderer);
|
||||||
m_SystemPipeline->AddSystem<MainMenuSystem>(updateOrderLevel, m_Renderer);
|
m_SystemPipeline->AddSystem<MainMenuSystem>(updateOrderLevel, m_Renderer);
|
||||||
|
|||||||
@@ -37,8 +37,7 @@ void AmmoPickupSystem::Update(double dt)
|
|||||||
|
|
||||||
//erase the current element (somePickup)
|
//erase the current element (somePickup)
|
||||||
it = m_ETriggerTouchVector.erase(it);
|
it = m_ETriggerTouchVector.erase(it);
|
||||||
}
|
} else {
|
||||||
else {
|
|
||||||
it++;
|
it++;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -48,7 +47,7 @@ void AmmoPickupSystem::Update(double dt)
|
|||||||
m_PickupAtMaximum.erase(it);
|
m_PickupAtMaximum.erase(it);
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
if ((int)it->player["AssaultWeapon"]["Ammo"] < (int)it->player["AssaultWeapon"]["MaxAmmo"]) {
|
if (!DoesPlayerHaveMaxAmmo(it->player)) {
|
||||||
DoPickup(it->player, it->trigger);
|
DoPickup(it->player, it->trigger);
|
||||||
m_PickupAtMaximum.erase(it);
|
m_PickupAtMaximum.erase(it);
|
||||||
break;
|
break;
|
||||||
@@ -56,6 +55,58 @@ void AmmoPickupSystem::Update(double dt)
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
bool AmmoPickupSystem::DoesPlayerHaveMaxAmmo(EntityWrapper &player) {
|
||||||
|
PlayerClass playerClass = DetermineClass(player);
|
||||||
|
if (playerClass == PlayerClass::Defender) {
|
||||||
|
return !((int)player["DefenderWeapon"]["Ammo"] < (int)player["DefenderWeapon"]["MaxAmmo"]);
|
||||||
|
} else if (playerClass == PlayerClass::Sniper) {
|
||||||
|
return !((int)player["SniperWeapon"]["Ammo"] < (int)player["SniperWeapon"]["MaxAmmo"]);
|
||||||
|
} else if (playerClass == PlayerClass::Assault) {
|
||||||
|
return !((int)player["AssaultWeapon"]["Ammo"] < (int)player["AssaultWeapon"]["MaxAmmo"]);
|
||||||
|
} else {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
void AmmoPickupSystem::SetPlayerAmmo(EntityWrapper &player, int ammoGain) {
|
||||||
|
int maxWeaponAmmo = GetPlayerMaxAmmo(player);
|
||||||
|
|
||||||
|
PlayerClass playerClass = DetermineClass(player);
|
||||||
|
if (playerClass == PlayerClass::Defender) {
|
||||||
|
(int&)player["DefenderWeapon"]["Ammo"] = std::min((int)player["DefenderWeapon"]["Ammo"] + ammoGain, maxWeaponAmmo);
|
||||||
|
} else if (playerClass == PlayerClass::Sniper) {
|
||||||
|
(int&)player["SniperWeapon"]["Ammo"] = std::min((int)player["SniperWeapon"]["Ammo"] + ammoGain, maxWeaponAmmo);
|
||||||
|
} else if (playerClass == PlayerClass::Assault) {
|
||||||
|
(int&)player["AssaultWeapon"]["Ammo"] = std::min((int)player["AssaultWeapon"]["Ammo"] + ammoGain, maxWeaponAmmo);
|
||||||
|
} else {
|
||||||
|
//unknown class - ignore
|
||||||
|
}
|
||||||
|
}
|
||||||
|
int AmmoPickupSystem::GetPlayerMaxAmmo(EntityWrapper &player) {
|
||||||
|
PlayerClass playerClass = DetermineClass(player);
|
||||||
|
if (playerClass == PlayerClass::Defender) {
|
||||||
|
return (int)player["DefenderWeapon"]["MaxAmmo"];
|
||||||
|
} else if (playerClass == PlayerClass::Sniper) {
|
||||||
|
return (int)player["SniperWeapon"]["MaxAmmo"];
|
||||||
|
} else if (playerClass == PlayerClass::Assault) {
|
||||||
|
return (int)player["AssaultWeapon"]["MaxAmmo"];
|
||||||
|
} else {
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
AmmoPickupSystem::PlayerClass AmmoPickupSystem::DetermineClass(EntityWrapper &player)
|
||||||
|
{
|
||||||
|
//determine the class based on what component the inflictor-player has
|
||||||
|
if (m_World->HasComponent(player.ID, "DashAbility")) {
|
||||||
|
return PlayerClass::Assault;
|
||||||
|
}
|
||||||
|
if (m_World->HasComponent(player.ID, "ShieldAbility")) {
|
||||||
|
return PlayerClass::Defender;
|
||||||
|
}
|
||||||
|
if (m_World->HasComponent(player.ID, "SprintAbility")) {
|
||||||
|
return PlayerClass::Sniper;
|
||||||
|
}
|
||||||
|
return PlayerClass::None;
|
||||||
|
}
|
||||||
|
|
||||||
bool AmmoPickupSystem::OnTriggerTouch(Events::TriggerTouch& e)
|
bool AmmoPickupSystem::OnTriggerTouch(Events::TriggerTouch& e)
|
||||||
{
|
{
|
||||||
@@ -63,7 +114,7 @@ bool AmmoPickupSystem::OnTriggerTouch(Events::TriggerTouch& e)
|
|||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
//TODO: add other weapontypes
|
//TODO: add other weapontypes
|
||||||
if (!e.Entity.HasComponent("AssaultWeapon")) {
|
if (DetermineClass(e.Entity) == PlayerClass::None) {
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
if (!e.Trigger.HasComponent("AmmoPickup")) {
|
if (!e.Trigger.HasComponent("AmmoPickup")) {
|
||||||
@@ -71,7 +122,7 @@ bool AmmoPickupSystem::OnTriggerTouch(Events::TriggerTouch& e)
|
|||||||
}
|
}
|
||||||
|
|
||||||
//if at maxammo, save the trigger-touch to a vector since standing inside it will not re-trigger the trigger
|
//if at maxammo, save the trigger-touch to a vector since standing inside it will not re-trigger the trigger
|
||||||
if ((int)e.Entity["AssaultWeapon"]["Ammo"] >= (int)e.Entity["AssaultWeapon"]["MaxAmmo"]) {
|
if (DoesPlayerHaveMaxAmmo(e.Entity)) {
|
||||||
m_PickupAtMaximum.push_back({ e.Entity, e.Trigger });
|
m_PickupAtMaximum.push_back({ e.Entity, e.Trigger });
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
@@ -85,18 +136,16 @@ bool AmmoPickupSystem::OnAmmoPickup(Events::AmmoPickup & e)
|
|||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
//TODO: add other weapontypes
|
//TODO: add other weapontypes
|
||||||
if (!e.Player.HasComponent("AssaultWeapon")) {
|
if (DetermineClass(e.Player) == PlayerClass::None) {
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
int maxWeaponAmmo = (int)e.Player["AssaultWeapon"]["MaxAmmo"];
|
|
||||||
int& currentAmmo = (int)e.Player["AssaultWeapon"]["Ammo"];
|
|
||||||
//cant pick up ammopacks if you are already at MaxAmmo
|
//cant pick up ammopacks if you are already at MaxAmmo
|
||||||
if (currentAmmo >= maxWeaponAmmo) {
|
if (DoesPlayerHaveMaxAmmo(e.Player)) {
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
SetPlayerAmmo(e.Player, e.AmmoGain);
|
||||||
|
|
||||||
currentAmmo = std::min(currentAmmo + e.AmmoGain, maxWeaponAmmo);
|
return true;
|
||||||
return false;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
bool AmmoPickupSystem::OnTriggerLeave(Events::TriggerLeave& e) {
|
bool AmmoPickupSystem::OnTriggerLeave(Events::TriggerLeave& e) {
|
||||||
@@ -114,8 +163,11 @@ bool AmmoPickupSystem::OnTriggerLeave(Events::TriggerLeave& e) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
void AmmoPickupSystem::DoPickup(EntityWrapper &player, EntityWrapper &trigger) {
|
void AmmoPickupSystem::DoPickup(EntityWrapper &player, EntityWrapper &trigger) {
|
||||||
int maxWeaponAmmo = (int)player["AssaultWeapon"]["MaxAmmo"];
|
//trigger should be valid but if it isnt we just return (to avoid crash)
|
||||||
int& currentAmmo = (int)player["AssaultWeapon"]["Ammo"];
|
if (!trigger.Valid()) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
int maxWeaponAmmo = GetPlayerMaxAmmo(player);
|
||||||
int ammoGiven = 0.01*(double)trigger["AmmoPickup"]["AmmoGain"] * maxWeaponAmmo;
|
int ammoGiven = 0.01*(double)trigger["AmmoPickup"]["AmmoGain"] * maxWeaponAmmo;
|
||||||
|
|
||||||
Events::AmmoPickup ePlayerAmmoPickup;
|
Events::AmmoPickup ePlayerAmmoPickup;
|
||||||
@@ -123,9 +175,6 @@ void AmmoPickupSystem::DoPickup(EntityWrapper &player, EntityWrapper &trigger) {
|
|||||||
ePlayerAmmoPickup.Player = player;
|
ePlayerAmmoPickup.Player = player;
|
||||||
m_EventBroker->Publish(ePlayerAmmoPickup);
|
m_EventBroker->Publish(ePlayerAmmoPickup);
|
||||||
|
|
||||||
//immediately give the player the ammo (on server)
|
|
||||||
currentAmmo = std::min(currentAmmo + ammoGiven, maxWeaponAmmo);
|
|
||||||
|
|
||||||
//copy position, ammogain, respawntimer (twice since one of the values will be counted down to 0, the other will be set in the new object)
|
//copy position, ammogain, respawntimer (twice since one of the values will be counted down to 0, the other will be set in the new object)
|
||||||
//we need to copy all values since each value can be different for each ammoPickup
|
//we need to copy all values since each value can be different for each ammoPickup
|
||||||
m_ETriggerTouchVector.push_back({ (glm::vec3)trigger["Transform"]["Position"], trigger["AmmoPickup"]["AmmoGain"],
|
m_ETriggerTouchVector.push_back({ (glm::vec3)trigger["Transform"]["Position"], trigger["AmmoPickup"]["AmmoGain"],
|
||||||
|
|||||||
@@ -69,6 +69,7 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
|
|||||||
int ownedBy = teamComponent["Team"];
|
int ownedBy = teamComponent["Team"];
|
||||||
int redTeamPlayersStandingInside = 0;
|
int redTeamPlayersStandingInside = 0;
|
||||||
int blueTeamPlayersStandingInside = 0;
|
int blueTeamPlayersStandingInside = 0;
|
||||||
|
//note: old color system
|
||||||
if (capturePointEntity.HasComponent("Model")) {
|
if (capturePointEntity.HasComponent("Model")) {
|
||||||
//Now sets team color to the capturepoint, or white if it is uncaptured.
|
//Now sets team color to the capturepoint, or white if it is uncaptured.
|
||||||
capturePointEntity["Model"]["Color"] = ownedBy == blueTeam ? glm::vec4(0, 0.0f, 1, 0.3) : ownedBy == redTeam ? glm::vec4(1, 0.0f, 0, 0.3) : glm::vec4(1, 1, 1, 0.3);
|
capturePointEntity["Model"]["Color"] = ownedBy == blueTeam ? glm::vec4(0, 0.0f, 1, 0.3) : ownedBy == redTeam ? glm::vec4(1, 0.0f, 0, 0.3) : glm::vec4(1, 1, 1, 0.3);
|
||||||
@@ -102,7 +103,18 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
|
|||||||
nextPossibleCapturePoint["Blue"] = i - 1;
|
nextPossibleCapturePoint["Blue"] = i - 1;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (m_RecentlyCapturedNeedNextCapturePointNow) {
|
if (m_RecentlyCapturedNeedNextCapturePointNow) {
|
||||||
|
//change what model is displaying (change all in case 2 capturepoints has been captured on the same frame)
|
||||||
|
for (int i = 0; i < m_NumberOfCapturePoints; i++) {
|
||||||
|
auto owner = (int)m_CapturePointNumberToEntityMap[i]["Team"]["Team"];
|
||||||
|
if (m_CapturePointNumberToEntityMap[i].FirstChildByName("Red").ID != EntityID_Invalid) {
|
||||||
|
(bool&)m_CapturePointNumberToEntityMap[i].FirstChildByName("Red")["Model"]["Visible"] = owner == redTeam ? true : false;
|
||||||
|
(bool&)m_CapturePointNumberToEntityMap[i].FirstChildByName("Blue")["Model"]["Visible"] = owner == blueTeam ? true : false;
|
||||||
|
(bool&)m_CapturePointNumberToEntityMap[i].FirstChildByName("Spectator")["Model"]["Visible"] = owner == spectatorTeam ? true : false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
//save the next cap points and publish the captured event
|
||||||
m_CapturedEvent.BlueTeamNextCapturePoint = m_CapturePointNumberToEntityMap[nextPossibleCapturePoint["Blue"]];
|
m_CapturedEvent.BlueTeamNextCapturePoint = m_CapturePointNumberToEntityMap[nextPossibleCapturePoint["Blue"]];
|
||||||
m_CapturedEvent.RedTeamNextCapturePoint = m_CapturePointNumberToEntityMap[nextPossibleCapturePoint["Red"]];
|
m_CapturedEvent.RedTeamNextCapturePoint = m_CapturePointNumberToEntityMap[nextPossibleCapturePoint["Red"]];
|
||||||
m_EventBroker->Publish(m_CapturedEvent);
|
m_EventBroker->Publish(m_CapturedEvent);
|
||||||
|
|||||||
@@ -83,6 +83,10 @@ bool PickupSpawnSystem::OnTriggerLeave(Events::TriggerLeave& e)
|
|||||||
}
|
}
|
||||||
void PickupSpawnSystem::DoPickup(EntityWrapper &player, EntityWrapper &trigger)
|
void PickupSpawnSystem::DoPickup(EntityWrapper &player, EntityWrapper &trigger)
|
||||||
{
|
{
|
||||||
|
//trigger should be valid but if it isnt we just return (to avoid crash)
|
||||||
|
if (!trigger.Valid()) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
double healthGiven = 0.01*(double)trigger["HealthPickup"]["HealthGain"] * (double)player["Health"]["MaxHealth"];
|
double healthGiven = 0.01*(double)trigger["HealthPickup"]["HealthGain"] * (double)player["Health"]["MaxHealth"];
|
||||||
|
|
||||||
//only the server will increase the players hp and set it in the next delta
|
//only the server will increase the players hp and set it in the next delta
|
||||||
|
|||||||
Reference in New Issue
Block a user