Files
axyz/src/Game/Systems/DamageIndicatorSystem.cpp
T

77 lines
3.0 KiB
C++

#include "Systems/DamageIndicatorSystem.h"
DamageIndicatorSystem::DamageIndicatorSystem(SystemParams params)
: System(params)
{
EVENT_SUBSCRIBE_MEMBER(m_EPlayerDamage, &DamageIndicatorSystem::OnPlayerDamage);
//current camera
EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &DamageIndicatorSystem::OnSetCamera);
//load texture to cache
auto texture = CommonFunctions::LoadTexture("Textures/DamageIndicator.png", false);
auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/DamageIndicator.xml");
}
bool DamageIndicatorSystem::OnPlayerDamage(Events::PlayerDamage& e)
{
if (m_CurrentCamera == EntityID_Invalid) {
return false;
}
//if (e.Victim != LocalPlayer) {
// return false;
//}
if (e.Victim.Valid() && e.Victim != LocalPlayer && !e.Victim.IsChildOf(LocalPlayer)) {
return false;
}
if (!e.Inflictor.Valid() || !e.Victim.Valid()) {
return false;
}
//grab players direction
auto playerOrientation = glm::quat((glm::vec3)e.Victim["Transform"]["Orientation"]);
//get the position vectors, but ignore the y-height
auto enemyPosition = (glm::vec3)e.Inflictor["Transform"]["Position"];
auto playerPosition = (glm::vec3)e.Victim["Transform"]["Position"];
enemyPosition.y = 0.0f;
playerPosition.y = 0.0f;
//calculate the enemy to player vector
auto enemyPlayerVector = glm::normalize(playerPosition - enemyPosition);
//get angle from players current rotation, this angle is how much you rotate around the y-axis
auto playerAngle = glm::angle(playerOrientation);
auto playerRotationVector = glm::normalize(glm::rotateY(glm::vec3(0, 0, 1), playerAngle));
//dot product of players direction-vector and enemys-to-playervector will give the cos of the angle between the vectors
auto playerRotationDot = glm::dot(playerRotationVector, enemyPlayerVector);
//to get the angle between the vectors just do cos-inverse
auto angleBetweenVectors = glm::acos(playerRotationDot);
//rotate the direction-vector 90 degrees to get the players side-vector
auto playerSideVector = glm::normalize(glm::rotateY(glm::vec3(0, 0, 1), playerAngle + 1.57f));
//dot of sidevector positive = enemy is on the right side, dot sidevector negative = left side
auto playerSideVectorDot = glm::dot(playerSideVector, enemyPlayerVector);
if (playerSideVectorDot < 0) {
angleBetweenVectors = -angleBetweenVectors;
}
//load & set the "2d" sprite
auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/DamageIndicator.xml");
EntityFileParser parser(entityFile);
EntityID spriteID = parser.MergeEntities(m_World);
m_World->SetParent(spriteID, m_CurrentCamera);
auto spriteWrapper = EntityWrapper(m_World, spriteID);
//simply set the rotation z-wise to the angleBetweenVectors
spriteWrapper["Transform"]["Orientation"] = glm::vec3(0, 0, angleBetweenVectors);
return true;
}
bool DamageIndicatorSystem::OnSetCamera(const Events::SetCamera& e) {
m_CurrentCamera = e.CameraEntity.ID;
return true;
}