Tower not aiming towards the player.
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#include "PrecompiledHeader.h"
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#include "TowerSystem.h"
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#include "World.h"
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void Systems::TowerSystem::RegisterComponents( ComponentFactory* cf )
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{
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cf->Register<Components::Tower>([]() { return new Components::Tower(); });
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}
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void Systems::TowerSystem::Initialize()
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{
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//EVENT_SUBSCRIBE_MEMBER(m_eDamage, &Systems::TowerSystem::Damage);
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}
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//bool Systems::TowerSystem::Damage( const Events::Damage &event )
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//{
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// return true;
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//}
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void Systems::TowerSystem::Update( double dt )
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{
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}
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void Systems::TowerSystem::UpdateEntity( double dt, EntityID entity, EntityID parent )
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{
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auto towerComponent = m_World->GetComponent<Components::Tower>(entity);
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if(!towerComponent)
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return;
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Components::Transform absoluteTowerGunTransform = m_World->GetSystem<Systems::TransformSystem>()->AbsoluteTransform(towerComponent->Gun);
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auto towerGunTransformComponent = m_World->GetComponent<Components::Transform>(towerComponent->Gun);
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if(!towerGunTransformComponent)
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return;
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auto towerGunBaseTransformComponent = m_World->GetComponent<Components::Transform>(towerComponent->GunBase);
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if(!towerGunBaseTransformComponent)
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return;
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auto players = m_World->GetComponentsOfType<Components::Player>();
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for(auto player : *players)
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{
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auto playerComponent = std::dynamic_pointer_cast<Components::Player>(player);
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if(towerComponent->ID != playerComponent->ID) //!= betyder att den bara targetar sitt eget lag, == fienden.
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continue;
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auto playerTransform = m_World->GetComponent<Components::Transform>(player->Entity);
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if(!playerTransform)
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continue;
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Components::Transform absolutePlayerTransform = m_World->GetSystem<Systems::TransformSystem>()->AbsoluteTransform(player->Entity);
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glm::quat baseLookAt = glm::inverse(glm::quat_cast(glm::lookAt(absoluteTowerGunTransform.Position, glm::vec3(absolutePlayerTransform.Position.x, absoluteTowerGunTransform.Position.y, absolutePlayerTransform.Position.z), glm::vec3(0, 1, 0))));
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glm::quat gunLookAt = glm::inverse(glm::quat_cast(glm::lookAt(absoluteTowerGunTransform.Position, glm::vec3(absolutePlayerTransform.Position.x, absolutePlayerTransform.Position.y, absolutePlayerTransform.Position.z ), glm::vec3(0, 1, 0))));
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//glm::vec3 axisAngle = glm::eulerAngles(angle) - glm::pi<float>();
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//glm::quat yaw = glm::quat(axisAngle * glm::vec3(0, 1, 0));
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//glm::quat pitch = glm::quat(axisAngle * glm::vec3(1, 0, 0));
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//LOG_INFO("yaw: %f", glm::degrees(axisAngle.y));
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towerGunTransformComponent->Orientation = glm::inverse(baseLookAt) * gunLookAt;
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towerGunBaseTransformComponent->Orientation = baseLookAt;
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}
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}
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