42 lines
1.7 KiB
C++
42 lines
1.7 KiB
C++
#ifndef AssaultWeaponBehaviour_h__
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#define AssaultWeaponBehaviour_h__
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#include "WeaponBehaviour.h"
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#include "Collision/Collision.h"
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#include "Core/EPlayerDamage.h"
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#include "Sound/EPlaySoundOnEntity.h"
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#include "Rendering/EAutoAnimationBlend.h"
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class AssaultWeaponBehaviour : public WeaponBehaviour<AssaultWeaponBehaviour>
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{
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public:
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AssaultWeaponBehaviour(SystemParams systemParams, IRenderer* renderer, Octree<EntityAABB>* collisionOctree)
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: System(systemParams)
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, WeaponBehaviour(systemParams, "AssaultWeapon", renderer, collisionOctree)
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, m_RandomEngine(m_RandomDevice())
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{ }
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void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cWeapon, double dt) override;
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void UpdateWeapon(ComponentWrapper cWeapon, WeaponInfo& wi, double dt) override;
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void OnPrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi) override;
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void OnCeasePrimaryFire(ComponentWrapper cWeapon, WeaponInfo& wi) override;
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void OnReload(ComponentWrapper cWeapon, WeaponInfo& wi) override;
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void OnEquip(ComponentWrapper cWeapon, WeaponInfo& wi) override;
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void OnHolster(ComponentWrapper cWeapon, WeaponInfo& wi) override;
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//bool OnInputCommand(ComponentWrapper cWeapon, WeaponInfo& wi, const Events::InputCommand& e) override;
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private:
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std::random_device m_RandomDevice;
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std::mt19937 m_RandomEngine;
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// Weapon functions
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void fireBullet(ComponentWrapper cWeapon, WeaponInfo& wi);
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//void dealDamage(ComponentWrapper cWeapon, WeaponInfo& wi, glm::vec3 direction, double damage);
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bool canFire(ComponentWrapper cWeapon, WeaponInfo& wi);
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bool dealDamage(ComponentWrapper cWeapon, WeaponInfo& wi);
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// Utility
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//Camera cameraFromEntity(EntityWrapper camera);
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};
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#endif |