44f46cda8d
# Conflicts: # include/Game/Systems/Weapon/DefenderWeaponBehaviour.h # resources/Schema/Components.xsd # resources/Schema/Entities/CP_Rocky2.xml # resources/Schema/Entities/MuzzleFlashBlue.xml # resources/Schema/Entities/MuzzleFlashFire.xml # resources/Schema/Entities/MuzzleFlashRed.xml # resources/Schema/Types/Entity.xsd # resources/Shaders/Sprite.frag.glsl # src/Game/Systems/AbilityCooldownHUDSystem.cpp # src/Game/Systems/BoostIconsHUDSystem.cpp # src/Game/Systems/PlayerMovementSystem.cpp # src/Game/Systems/Weapon/AssaultWeaponBehaviour.cpp # src/Game/Systems/Weapon/DefenderWeaponBehaviour.cpp # src/Game/Systems/Weapon/SidearmWeaponBehaviour.cpp
51 lines
1.9 KiB
C++
51 lines
1.9 KiB
C++
#include "Common.h"
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#include "GLM.h"
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#include "Core/System.h"
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#include "Core/EPlayerSpawned.h"
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#include "Input/FirstPersonInputController.h"
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#include <imgui/imgui.h>
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#include "Events/EDoubleJump.h"
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#include "../Engine/Sound/EPlaySoundOnEntity.h"
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#include "Core/EntityFile.h"
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class PlayerMovementSystem : public ImpureSystem
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{
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public:
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PlayerMovementSystem(SystemParams params);
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~PlayerMovementSystem();
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virtual void Update(double dt) override;
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private:
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// State
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std::unordered_map<EntityWrapper, FirstPersonInputController<PlayerMovementSystem>*> m_PlayerInputControllers;
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EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
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// Walking logic
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// Keeps track of how far the player has walked within this "key press session".
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float m_DistanceMoved = 0.0f;
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// How far a step is (How often the step sound will be played).
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const float m_PlayerStepLength = 1.75f;
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// Determine what sound file to play.
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bool m_LeftFoot = false;
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// To get a difference when calculating the walking state.
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glm::vec3 m_LastPosition = glm::vec3();
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// Used to track afterimages for sprint effect.
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float m_SprintEffectTimer;
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// The logic for making the sound play when player is moving
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void playerStep(double dt, EntityWrapper player);
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// Spawn a hexagon at origin of an Entity
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void spawnHexagon(EntityWrapper target);
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EventRelay<PlayerMovementSystem, Events::PlayerSpawned> m_EPlayerSpawned;
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bool OnPlayerSpawned(Events::PlayerSpawned& e);
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EventRelay<PlayerMovementSystem, Events::DoubleJump> m_EDoubleJump;
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bool PlayerMovementSystem::OnDoubleJump(Events::DoubleJump & e);
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EventRelay<PlayerMovementSystem, Events::DashAbility> m_EDashAbility;
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bool PlayerMovementSystem::OnDashAbility(Events::DashAbility & e);
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void updateMovementControllers(double dt);
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void updateVelocity(EntityWrapper player, double dt);
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void setAim(EntityWrapper root, std::string weaponNodeName, double time);
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}; |