39 lines
1.3 KiB
C++
39 lines
1.3 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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class PlayerMovementSystem : public ImpureSystem, PureSystem
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{
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public:
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PlayerMovementSystem(World* world, EventBroker* eventBroker);
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~PlayerMovementSystem();
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virtual void Update(double dt) override;
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt);
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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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EventRelay<PlayerMovementSystem, Events::PlayerSpawned> m_EPlayerSpawned;
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bool OnPlayerSpawned(Events::PlayerSpawned& e);
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double m_AssaultDashDoubleTapDeltaTime = 0.0f;
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double m_AssaultDashCoolDownTimer = 0.0f;
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double m_AssaultDashCoolDownMaxTimer = 3.0f;
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ImGuiKey m_AssaultDashDoubleTapLastKey = ImGuiKey_Escape;
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const float m_AssaultDashDoubleTapSensitivityTimer = 0.25f;
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enum class AssaultDashDirection {
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Left,
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Right,
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None
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};
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AssaultDashDirection m_AssaultDashTapDirection = AssaultDashDirection::None;
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bool m_AssaultDashDoubleTapped = false;
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bool m_PlayerIsDashing = false;
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void assaultDashCheck(glm::vec3 controllerMovement, double dt, bool isJumping);
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}; |