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

149 lines
5.4 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");
}
void DamageIndicatorSystem::Update(double dt) {
if (!IsServer) {
for (auto& iter = updateDamageIndicatorVector.begin(); iter != updateDamageIndicatorVector.end(); iter++) {
if (!iter->spriteEntity.Valid()) {
updateDamageIndicatorVector.erase(iter);
break;
}
auto angleBetweenVectors = CalculateAngle(LocalPlayer, iter->enemyPosition);
//simply set the rotation z-wise to the angleBetweenVectors
iter->spriteEntity["Transform"]["Orientation"] = glm::vec3(0, 0, angleBetweenVectors);
}
}
}
bool DamageIndicatorSystem::OnPlayerDamage(Events::PlayerDamage& e)
{
if (m_CurrentCamera == EntityID_Invalid) {
return false;
}
if (e.Victim.Valid() && e.Victim != LocalPlayer && !e.Victim.IsChildOf(LocalPlayer)) {
return false;
}
if (!e.Inflictor.Valid() || !e.Victim.Valid()) {
return false;
}
glm::vec3 inflictorPos = e.Inflictor["Transform"]["Position"];
//if testing
#ifdef INDICATOR_TEST
inflictorPos = DamageIndicatorTest(e.Victim);
#endif
float angleBetweenVectors = CalculateAngle(e.Victim, inflictorPos);
//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);
if (!IsServer) {
updateDamageIndicatorVector.emplace_back(spriteWrapper, inflictorPos);
}
return true;
}
bool DamageIndicatorSystem::OnSetCamera(const Events::SetCamera& e) {
m_CurrentCamera = e.CameraEntity.ID;
return true;
}
float DamageIndicatorSystem::CalculateAngle(EntityWrapper player, glm::vec3 enemyPos) {
//grab players direction
auto playerOrientation = glm::quat((glm::vec3)player["Transform"]["Orientation"]);
//get the position vectors, but ignore the y-height
auto enemyPosition = enemyPos;
auto playerPosition = (glm::vec3)player["Transform"]["Position"];
enemyPosition.y = 0.0f;
playerPosition.y = 0.0f;
//calculate the enemy to player vector
auto enemyPlayerVector = glm::normalize(playerPosition - enemyPosition);
//get the rotationvector relative to the z-axis
auto rotationVectorVec3 = glm::vec3(glm::toMat4(Transform::AbsoluteOrientation(player))*glm::vec4(0, 0, 1, 0));
//rotate the direction-vector 90 degrees to get the players side-vector
auto playerSideVector = glm::vec3(glm::rotateY(rotationVectorVec3, 1.57f));
//dot product of players direction-vector and enemys-to-playervector will give the cos of the angle between the vectors
auto playerRotationDot = glm::dot(rotationVectorVec3, enemyPlayerVector);
//to get the angle between the vectors just do cos-inverse
auto angleBetweenVectors = glm::acos(playerRotationDot);
//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;
}
return angleBetweenVectors;
}
#ifdef INDICATOR_TEST
glm::vec3 DamageIndicatorSystem::DamageIndicatorTest(EntityWrapper player) {
auto currentPos = (glm::vec3)player["Transform"]["Position"];
auto testVar = 1;
auto testVar2 = 1;
if (m_TestVar % 4 == 0) {
testVar = -1;
testVar2 = 1;
}
if (m_TestVar % 4 == 1) {
testVar = 1;
testVar2 = 1;
}
if (m_TestVar % 4 == 2) {
testVar *= -1;
testVar2 = -1;
}
if (m_TestVar % 4 == 3) {
testVar = 1;
testVar2 = -1;
}
m_TestVar++;
auto inflictorPos = glm::vec3(currentPos.x + testVar*6.0f, currentPos.y, currentPos.z + testVar2*6.0f);
//load the explosioneffect XML
auto deathEffect = ResourceManager::Load<EntityFile>("Schema/Entities/PlayerDeathExplosionWithCamera.xml");
EntityFileParser parser(deathEffect);
EntityID deathEffectID = parser.MergeEntities(m_World);
EntityWrapper deathEffectEW = EntityWrapper(m_World, deathEffectID);
//components that we need from player
auto playerModel = player.FirstChildByName("PlayerModel");
auto playerEntityModel = playerModel["Model"];
auto playerEntityAnimation = playerModel["Animation"];
//copy the data from player to explosioneffectmodel
playerEntityModel.Copy(deathEffectEW["Model"]);
playerEntityAnimation.Copy(deathEffectEW["Animation"]);
//copy the models position,orientation
deathEffectEW["Transform"]["Position"] = inflictorPos;
deathEffectEW["Transform"]["Orientation"] = (glm::vec3)player["Transform"]["Orientation"];
return inflictorPos;
}
#endif