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6 Commits

Author SHA1 Message Date
William Moberg bdcb33d992 Mouse always unlocked on game start and on disconnecting (i.e when menu shows). 2016-03-10 12:46:06 +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
viktorljung 3a213be679 Picking on animated models fixed 2016-03-09 23:06:53 +01:00
viktorljung 4e6ff16e58 Shadows for animated models and removed spam in console 2016-03-09 22:43:04 +01:00
32 changed files with 142 additions and 195 deletions
+2 -2
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@@ -2,14 +2,14 @@
#define EEntityDeleted_h__
#include "Event.h"
#include "EntityWrapper.h"
#include "Entity.h"
namespace Events
{
struct EntityDeleted : Event
{
EntityWrapper DeletedEntity;
EntityID DeletedEntity;
// True if the entity deletion was triggered because the entity's parent was deleted before it
bool Cascaded;
};
-28
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@@ -1,28 +0,0 @@
#ifndef RespawnSystem_h__
#define RespawnSystem_h__
#include "System.h"
#include "SpawnerSystem.h"
#include "EEntityDeleted.h"
#include "EPause.h"
class RespawnSystem : public PureSystem
{
public:
RespawnSystem(SystemParams params);
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cRespawn, double dt) override;
private:
std::unordered_map<EntityWrapper, EntityWrapper> m_LastRespawnedEntity;
bool m_Paused = false;
EventRelay<RespawnSystem, Events::EntityDeleted> m_EEntityDeleted;
bool OnEntityDeleted(const Events::EntityDeleted& e);
EventRelay<RespawnSystem, Events::Pause> m_EPause;
bool OnPause(const Events::Pause& e);
EventRelay<RespawnSystem, Events::Resume> m_EResume;
bool OnResume(const Events::Resume& e);
};
#endif
+1 -1
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@@ -68,7 +68,7 @@ protected:
const std::string m_ComponentType;
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cComponent, double dt) = 0;
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& scoreScreen, double dt) = 0;
};
class ImpureSystem : public virtual System
+1 -1
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@@ -22,7 +22,7 @@
#include "../Core/ELockMouse.h"
#include "../Core/EFileDropped.h"
#include "../Rendering/Texture.h"
#include "../Core/ESpawnerSpawn.h"
#include "Game/Events/ESpawnerSpawn.h"
class EditorGUI
{
+2 -1
View File
@@ -63,7 +63,8 @@ private:
GLuint m_DepthMap;
FrameBuffer m_DepthBuffer;
ShaderProgram* m_ShadowProgram;
ShaderProgram* m_ShadowProgram;
ShaderProgram* m_ShadowProgramSkinned;
std::array<glm::mat4, MAX_SPLITS> m_LightProjection;
std::array<glm::mat4, MAX_SPLITS> m_LightView;
+1 -1
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@@ -5,7 +5,7 @@
#include "Rendering/IRenderer.h"
#include "Core/ResourceManager.h"
#include "Core/Event.h"
#include "Core/SpawnerSystem.h"
#include "Systems/SpawnerSystem.h"
#include "GUI/EButtonClicked.h"
+2 -2
View File
@@ -1,7 +1,7 @@
#include "Core/System.h"
#include "Input/EInputCommand.h"
#include "Core/SpawnerSystem.h"
#include "Core/ESpawnerSpawn.h"
#include "Systems/SpawnerSystem.h"
#include "Events/ESpawnerSpawn.h"
#include "Core/EPlayerSpawned.h"
#include "Core/EPlayerDeath.h"
#include "Rendering/ESetCamera.h"
+1 -1
View File
@@ -5,7 +5,7 @@
#include "Rendering/IRenderer.h"
#include "Core/ResourceManager.h"
#include "Core/Event.h"
#include "Core/SpawnerSystem.h"
#include "Systems/SpawnerSystem.h"
#include "Core/EventBroker.h"
#include "Network/ESearchForServers.h"
@@ -5,7 +5,7 @@
#include "Common.h"
#include "GLM.h"
#include "Core/System.h"
#include "Core/ESpawnerSpawn.h"
#include "Events/ESpawnerSpawn.h"
#include "Core/Transform.h"
#include "Core/EntityFile.h"
@@ -3,6 +3,7 @@
#include "Core/System.h"
#include "Input/EInputCommand.h"
#include "Network/EPlayerDisconnected.h"
class SpectatorCameraSystem : public ImpureSystem
{
@@ -17,6 +18,8 @@ private:
EventRelay<SpectatorCameraSystem, Events::InputCommand> m_EInputCommand;
bool OnInputCommand(const Events::InputCommand& e);
EventRelay<SpectatorCameraSystem, Events::PlayerDisconnected> m_EDisconnect;
bool OnDisconnect(const Events::PlayerDisconnected& e);
};
#endif
@@ -6,7 +6,7 @@
#include "Core/Octree.h"
#include "Collision/EntityAABB.h"
#include "Input/EInputCommand.h"
#include "Core/SpawnerSystem.h"
#include "Systems/SpawnerSystem.h"
#include "Rendering/ESetCamera.h"
#include "Core/ConfigFile.h"
#include "Rendering/EAutoAnimationBlend.h"
+3 -1
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@@ -29,4 +29,6 @@ K=TakeDamage,1500
F2=PerformanceTimingResetAllTimers
F3=PerformanceTimingCreateExcelData
Comma=SwapToClassPick
Period=SwapToTeamPick
Period=SwapToTeamPick
Enter=PickClass,1
F5=DisconnectFromServer
-1
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@@ -68,5 +68,4 @@
<xs:include schemaLocation="Components/NetworkComponent.xsd"/>
<xs:include schemaLocation="Components/ServerIdentity.xsd"/>
<xs:include schemaLocation="Components/ServerList.xsd"/>
<xs:include schemaLocation="Components/Respawn.xsd"/>
</xs:schema>
-5
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@@ -1,5 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Respawn xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Respawn.xsd">
<Delay>0</Delay>
<_RespawnCountdown>0</_RespawnCountdown>
</Respawn>
-17
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@@ -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="Respawn">
<xs:annotation>
<xs:documentation>Triggers a Spawner component after its last spawned entity is destroyed with an optional delay.</xs:documentation>
</xs:annotation>
<xs:complexType>
<xs:all>
<xs:element name="Delay" type="t:double" minOccurs="0"/>
<xs:element name="_RespawnCountdown" type="t:double" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
+8 -2
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@@ -2,13 +2,19 @@
<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:NetworkComponent/>
<c:HealthPickup/>
<c:Model>
<Resource>Models/Props/PickUps/HealthPickUp.mesh</Resource>
</c:Model>
<c:NetworkComponent/>
<c:RaptorCopter>
<Speed>8</Speed>
<Axis X="0" Y="0.100000001" Z="0"/>
</c:RaptorCopter>
<c:Transform>
<Scale X="0.25" Y="0.25" Z="0.25"/>
<Position X="0" Y="2.36784196" Z="0"/>
<Scale X="0.600000024" Y="0.600000024" Z="0.600000024"/>
<Orientation X="0" Y="18767.0273" Z="0"/>
</c:Transform>
<c:Trigger/>
</Components>
@@ -1,58 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:Transform>
<Position X="0" Y="-0.871185362" Z="1.77631724"/>
</c:Transform>
</Components>
<Children>
<Entity>
<Components>
<c:Model>
<Resource>Models/Props/PickUps/PickUpHolder.mesh</Resource>
<Shadow>false</Shadow>
</c:Model>
<c:Transform>
<Scale X="0.479999989" Y="0.479999989" Z="0.479999989"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Transform>
<Position X="0" Y="1.41138339" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity>
<Components>
<c:Respawn>
<Delay>3</Delay>
</c:Respawn>
<c:RaptorCopter>
<Speed>1</Speed>
<Axis X="0" Y="1" Z="0"/>
</c:RaptorCopter>
<c:FloatingEffect>
<Period>2</Period>
<Time>75.797556530109119</Time>
<Axis X="0" Y="0.200000003" Z="0"/>
</c:FloatingEffect>
<c:Spawner>
<EntityFile>Schema/Entities/HealthPickup.xml</EntityFile>
</c:Spawner>
<c:Transform>
<Position X="-0" Y="-0.118795805" Z="-0"/>
<Orientation X="0" Y="13.0735149" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
-1
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@@ -71,7 +71,6 @@
<xs:element ref="c:NetworkComponent" minOccurs="0"/>
<xs:element ref="c:ServerIdentity" minOccurs="0"/>
<xs:element ref="c:ServerList" minOccurs="0"/>
<xs:element ref="c:Respawn" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
+29
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@@ -0,0 +1,29 @@
#version 430
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
uniform mat4 Bones[100];
layout (location = 0) in vec3 Position;
layout (location = 4) in vec2 TextureCoords;
layout(location = 5) in vec4 BoneIndices;
layout(location = 6) in vec4 BoneWeights;
out VertexData{
vec2 TextureCoordinate;
}Output;
void main()
{
mat4 boneTransform = mat4(1);
if(BoneWeights[0] > 0.0f){
boneTransform = BoneWeights[0] * Bones[int(BoneIndices[0])]
+ BoneWeights[1] * Bones[int(BoneIndices[1])]
+ BoneWeights[2] * Bones[int(BoneIndices[2])]
+ BoneWeights[3] * Bones[int(BoneIndices[3])];
}
gl_Position = P * V * M * boneTransform * vec4(Position, 1.0);
Output.TextureCoordinate = TextureCoords;
}
-54
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@@ -1,54 +0,0 @@
#include "Core/RespawnSystem.h"
RespawnSystem::RespawnSystem(SystemParams params)
: System(params)
, PureSystem("Respawn")
{
EVENT_SUBSCRIBE_MEMBER(m_EEntityDeleted, &RespawnSystem::OnEntityDeleted);
EVENT_SUBSCRIBE_MEMBER(m_EPause, &RespawnSystem::OnPause);
EVENT_SUBSCRIBE_MEMBER(m_EResume, &RespawnSystem::OnResume);
}
void RespawnSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cRespawn, double dt)
{
if (m_Paused) {
return;
}
if (!entity.HasComponent("Spawner")) {
return;
}
EntityWrapper& lastRespawnedEntity = m_LastRespawnedEntity[entity];
if (!lastRespawnedEntity.Valid()) {
double& _respawnCountdown = cRespawn["_RespawnCountdown"];
_respawnCountdown -= dt;
if (_respawnCountdown <= 0) {
lastRespawnedEntity = SpawnerSystem::Spawn(entity, entity);
_respawnCountdown = cRespawn["Delay"];
}
}
}
bool RespawnSystem::OnEntityDeleted(const Events::EntityDeleted& e)
{
m_LastRespawnedEntity.erase(e.DeletedEntity);
return true;
}
bool RespawnSystem::OnPause(const Events::Pause& e)
{
if (e.World == m_World) {
m_Paused = true;
}
return true;
}
bool RespawnSystem::OnResume(const Events::Resume& e)
{
if (e.World == m_World) {
m_Paused = false;
}
return true;
}
+1 -1
View File
@@ -223,7 +223,7 @@ void World::deleteEntityRecursive(EntityID entity, bool cascaded /*= false*/)
if (m_EventBroker != nullptr) {
Events::EntityDeleted e;
e.DeletedEntity = EntityWrapper(this, entity);
e.DeletedEntity = entity;
e.Cascaded = cascaded;
m_EventBroker->Publish(e);
}
+1
View File
@@ -47,6 +47,7 @@ EditorSystem::EditorSystem(SystemParams params, IRenderer* renderer, RenderFrame
Enable();
} else {
Disable();
m_EventBroker->Publish(Events::UnlockMouse());
}
}
+6 -1
View File
@@ -1,4 +1,5 @@
#include "Network/Client.h"
#include "Network/EPlayerDisconnected.h"
using namespace boost::asio::ip;
Client::Client(World* world, EventBroker* eventBroker)
@@ -224,7 +225,7 @@ void Client::parseServerlist(Packet& packet)
void Client::parseKick()
{
LOG_WARNING("You have been kicked from the server.");
m_IsConnected = false;
disconnect();
}
void Client::parseSpawnEvents()
@@ -464,6 +465,10 @@ void Client::disconnect()
Packet packet(MessageType::Disconnect, m_SendPacketID);
m_Reliable.Send(packet);
m_Reliable.Disconnect();
Events::PlayerDisconnected e;
e.Entity = m_LocalPlayer.ID;
e.PlayerID = -1;
m_EventBroker->Publish(e);
createMainMenu();
}
+1 -1
View File
@@ -494,7 +494,7 @@ bool Server::OnEntityDeleted(const Events::EntityDeleted & e)
{
if (!e.Cascaded) {
Packet packet = Packet(MessageType::EntityDeleted);
packet.WritePrimitive<EntityID>(e.DeletedEntity.ID);
packet.WritePrimitive<EntityID>(e.DeletedEntity);
reliableBroadcast(packet);
}
return false;
+4 -4
View File
@@ -127,12 +127,12 @@ void AnimationSystem::UpdateAnimations(double dt)
void AnimationSystem::UpdateWeights(double dt)
{
for (auto it = m_AutoBlendQueues.begin(); it != m_AutoBlendQueues.end(); ) {
LOG_INFO("%s", it->first.Name().c_str());
it->second.PrintQueue();
/* LOG_INFO("%s", it->first.Name().c_str());
it->second.PrintQueue();*/
if(it->second.HasActiveBlendJob()) {
AutoBlendQueue::AutoBlendJob& blendJob = it->second.GetActiveBlendJob();
LOG_INFO("%s", blendJob.RootNode.Name().c_str());
//LOG_INFO("%s", blendJob.RootNode.Name().c_str());
std::shared_ptr<BlendTree> blendTree = it->second.GetBlendTree();
if (blendTree != nullptr) {
if (blendJob.Duration != 0.0) {
@@ -283,7 +283,7 @@ bool AnimationSystem::OnAutoAnimationBlend(Events::AutoAnimationBlend& e)
bool AnimationSystem::OnEntityDeleted(Events::EntityDeleted& e)
{
EntityWrapper entity = e.DeletedEntity;
EntityWrapper entity = EntityWrapper(m_World, e.DeletedEntity);
if (entity.HasComponent("Model")) {
Model* model;
+1 -1
View File
@@ -219,7 +219,7 @@ void PickingPass::Draw(RenderScene& scene)
m_PickingSkinnedProgram->Bind();
lastShader = m_PickingSkinnedProgram->GetHandle();
}
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * modelJob->Matrix));
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix() * modelJob->Matrix));
glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
std::vector<glm::mat4> frameBones;
+55 -3
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@@ -156,7 +156,12 @@ void ShadowPass::InitializeShaderPrograms()
m_ShadowProgram->BindFragDataLocation(0, "ShadowMap");
m_ShadowProgram->Link();
m_ShadowProgramSkinned = ResourceManager::Load<ShaderProgram>("#ShadowProgramSkinned");
m_ShadowProgramSkinned->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ShadowSkinned.vert.glsl")));
m_ShadowProgramSkinned->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Shadow.frag.glsl")));
m_ShadowProgramSkinned->Compile();
m_ShadowProgramSkinned->BindFragDataLocation(0, "ShadowMap");
m_ShadowProgramSkinned->Link();
}
void ShadowPass::ClearBuffer()
@@ -212,8 +217,7 @@ void ShadowPass::Draw(RenderScene & scene)
ShadowPassState* state = new ShadowPassState(m_DepthBuffer.GetHandle());
m_ShadowProgram->Bind();
GLuint shaderHandle = m_ShadowProgram->GetHandle();
glViewport(0, 0, m_ResolutionSizeWidth, m_ResolutionSizeHeight);
for (int i = 0; i < m_CurrentNrOfSplits; i++) {
@@ -221,7 +225,11 @@ void ShadowPass::Draw(RenderScene & scene)
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_DepthMap, 0, i);
GLuint shaderHandle;
for (auto &job : scene.Jobs.DirectionalLight) {
auto directionalLightJob = std::dynamic_pointer_cast<DirectionalLightJob>(job);
if (directionalLightJob) {
@@ -232,9 +240,19 @@ void ShadowPass::Draw(RenderScene & scene)
//RadiusToLightspace(m_shadowFrusta[i]);
m_LightProjection[i] = glm::ortho(m_shadowFrusta[i].LRBT[LEFT], m_shadowFrusta[i].LRBT[RIGHT], m_shadowFrusta[i].LRBT[BOTTOM], m_shadowFrusta[i].LRBT[TOP], m_NearFarPlane[NEAR], m_NearFarPlane[FAR]);
m_ShadowProgram->Bind();
shaderHandle = m_ShadowProgram->GetHandle();
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_LightProjection[i]));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_LightView[i]));
m_ShadowProgramSkinned->Bind();
shaderHandle = m_ShadowProgramSkinned->GetHandle();
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_LightProjection[i]));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_LightView[i]));
GLERROR("ShadowLight ERROR");
for (auto &objectJob : scene.Jobs.OpaqueObjects) {
@@ -245,6 +263,23 @@ void ShadowPass::Draw(RenderScene & scene)
continue;
}
if(modelJob->Model->IsSkinned()) {
m_ShadowProgramSkinned->Bind();
shaderHandle = m_ShadowProgramSkinned->GetHandle();
std::vector<glm::mat4> frameBones;
if (modelJob->BlendTree != nullptr) {
frameBones = modelJob->BlendTree->GetFinalPose();
} else {
frameBones = modelJob->Skeleton->GetTPose();
}
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
} else {
m_ShadowProgram->Bind();
shaderHandle = m_ShadowProgram->GetHandle();
}
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
glUniform1f(glGetUniformLocation(shaderHandle, "Alpha"), 1.f);
@@ -265,6 +300,23 @@ void ShadowPass::Draw(RenderScene & scene)
continue;
}
if (modelJob->Model->IsSkinned()) {
m_ShadowProgramSkinned->Bind();
shaderHandle = m_ShadowProgramSkinned->GetHandle();
std::vector<glm::mat4> frameBones;
if (modelJob->BlendTree != nullptr) {
frameBones = modelJob->BlendTree->GetFinalPose();
} else {
frameBones = modelJob->Skeleton->GetTPose();
}
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
} else {
m_ShadowProgram->Bind();
shaderHandle = m_ShadowProgram->GetHandle();
}
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
glUniform1f(glGetUniformLocation(shaderHandle, "Alpha"), modelJob->Color.a);
+1 -3
View File
@@ -7,7 +7,7 @@
#include "Systems/RaptorCopterSystem.h"
#include "Systems/HealthSystem.h"
#include "Systems/PlayerMovementSystem.h"
#include "Core/SpawnerSystem.h"
#include "Systems/SpawnerSystem.h"
#include "Systems/PlayerSpawnSystem.h"
#include "Systems/PlayerDeathSystem.h"
#include "Systems/FloatingEffectSystem.h"
@@ -40,7 +40,6 @@
#include "Game/Systems/MainMenuSystem.h"
#include "Game/Systems/ServerListSystem.h"
#include "Game/Systems/StartSystem.h"
#include "Core/RespawnSystem.h"
#include "Rendering/TextureSprite.h"
@@ -136,7 +135,6 @@ Game::Game(int argc, char* argv[])
m_SystemPipeline->AddSystem<HealthSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<PlayerMovementSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<SpawnerSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<RespawnSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<PlayerSpawnSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<AssaultWeaponBehaviour>(updateOrderLevel, m_Renderer, m_OctreeCollision);
m_SystemPipeline->AddSystem<DefenderWeaponBehaviour>(updateOrderLevel, m_Renderer, m_OctreeCollision);
+1 -1
View File
@@ -67,7 +67,7 @@ void PlayerDeathSystem::createDeathEffect(EntityWrapper player)
bool PlayerDeathSystem::OnEntityDeleted(Events::EntityDeleted& e)
{
// We only care about when the local players death effect is removed.
if (m_LocalPlayerDeathEffect != e.DeletedEntity) {
if (m_LocalPlayerDeathEffect.ID != e.DeletedEntity) {
return false;
}
@@ -1,4 +1,4 @@
#include "Core/SpawnerSystem.h"
#include "Systems/SpawnerSystem.h"
#include "Collision/Collision.h"
SpawnerSystem::SpawnerSystem(SystemParams params)
+15 -1
View File
@@ -8,6 +8,7 @@ SpectatorCameraSystem::SpectatorCameraSystem(SystemParams params)
, m_PickedTeam(-1)
{
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &SpectatorCameraSystem::OnInputCommand);
EVENT_SUBSCRIBE_MEMBER(m_EDisconnect, &SpectatorCameraSystem::OnDisconnect);
}
void SpectatorCameraSystem::Update(double dt)
@@ -87,4 +88,17 @@ bool SpectatorCameraSystem::OnInputCommand(const Events::InputCommand& e)
}
return true;
}
}
bool SpectatorCameraSystem::OnDisconnect(const Events::PlayerDisconnected& e)
{
// If local player gets disconnected, they should be set to
// the spectator camera next time a map loads that has one.
if (e.Entity == LocalPlayer.ID) {
m_CamSetToTeamPick = false;
// They will also be set to menu, so unlock mouse just in case they were in game with locked mouse.
Events::UnlockMouse unlock;
m_EventBroker->Publish(unlock);
}
return true;
}