MULTIPLAYER
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@@ -11,6 +11,7 @@
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#include "Components/BarrelSteering.h"
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#include "Components/Physics.h"
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#include "Components/Vehicle.h"
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#include "Components/Player.h"
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#include "Systems/TransformSystem.h"
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#include "InputController.h"
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@@ -31,9 +32,7 @@ namespace Systems
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private:
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class TankSteeringInputController;
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std::unique_ptr<TankSteeringInputController> m_TankInputController;
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class TowerSteeringInputController;
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std::unique_ptr<TowerSteeringInputController> m_TowerInputController;
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std::array<std::shared_ptr<TankSteeringInputController>, 4> m_TankInputControllers;
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std::map<EntityID, double> m_TimeSinceLastShot;
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};
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@@ -41,35 +40,17 @@ namespace Systems
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class TankSteeringSystem::TankSteeringInputController : InputController
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{
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public:
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TankSteeringInputController(std::shared_ptr<::EventBroker> eventBroker)
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TankSteeringInputController(std::shared_ptr<::EventBroker> eventBroker, int playerID)
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: InputController(eventBroker)
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{
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PlayerID = playerID;
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m_Horizontal = 0.f;
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m_Vertical = 0.f;
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PositionX = 0;
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PositionY = 0;
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Handbrake = false;
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}
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float PositionY;
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float PositionX;
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bool Handbrake;
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void Update(double dt);
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protected:
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virtual bool OnCommand(const Events::InputCommand &event);
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virtual bool OnMouseMove(const Events::MouseMove &event);
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private:
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float m_Horizontal;
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float m_Vertical;
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};
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class TankSteeringSystem::TowerSteeringInputController : InputController
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{
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public:
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TowerSteeringInputController(std::shared_ptr<::EventBroker> eventBroker)
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: InputController(eventBroker)
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{
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m_TowerDirection = 0.f;
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m_BarrelDirection = 0.f;
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TowerDirection = 0.f;
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@@ -78,18 +59,28 @@ namespace Systems
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m_Shoot = false;
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}
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int PlayerID;
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float PositionY;
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float PositionX;
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bool Handbrake;
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float TowerDirection;
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float BarrelDirection;
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bool Shoot;
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void Update(double dt);
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protected:
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virtual bool OnCommand(const Events::InputCommand &event);
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virtual bool OnMouseMove(const Events::MouseMove &event);
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//virtual bool OnMouseMove(const Events::MouseMove &event);
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private:
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float m_TowerDirection;
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float m_BarrelDirection;
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bool m_Shoot;
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};
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float m_Horizontal;
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float m_Vertical;
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float m_TowerDirection;
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float m_BarrelDirection;
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bool m_Shoot;
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};
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}
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