Tower not aiming towards the player.
This commit is contained in:
@@ -0,0 +1,24 @@
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#ifndef Tower_h__
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#define Tower_h__
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#include "Component.h"
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namespace Components
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{
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struct Tower : Component
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{
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Tower()
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: ID(0) { }
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int ID;
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EntityID GunBase;
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EntityID Gun;
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virtual Tower* Clone() const override { return new Tower(*this); }
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};
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}
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#endif // Tower_h__
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+88
-8
@@ -292,8 +292,6 @@ void GameWorld::Initialize()
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EventBroker->Publish(e);
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EventBroker->Publish(e);
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}*/
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}*/
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{
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{
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auto flag = CreateEntity();
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auto flag = CreateEntity();
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auto transform = AddComponent<Components::Transform>(flag);
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auto transform = AddComponent<Components::Transform>(flag);
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@@ -442,6 +440,7 @@ void GameWorld::RegisterSystems()
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m_SystemFactory.Register<Systems::FollowSystem>([this]() { return new Systems::FollowSystem(this, EventBroker, ResourceManager); });
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m_SystemFactory.Register<Systems::FollowSystem>([this]() { return new Systems::FollowSystem(this, EventBroker, ResourceManager); });
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m_SystemFactory.Register<Systems::GarageSystem>([this]() { return new Systems::GarageSystem(this, EventBroker, ResourceManager); });
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m_SystemFactory.Register<Systems::GarageSystem>([this]() { return new Systems::GarageSystem(this, EventBroker, ResourceManager); });
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m_SystemFactory.Register<Systems::WallSystem>([this]() { return new Systems::WallSystem(this, EventBroker, ResourceManager); });
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m_SystemFactory.Register<Systems::WallSystem>([this]() { return new Systems::WallSystem(this, EventBroker, ResourceManager); });
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m_SystemFactory.Register<Systems::TowerSystem>([this]() { return new Systems::TowerSystem(this, EventBroker, ResourceManager); });
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m_SystemFactory.Register<Systems::RenderSystem>([this]() { return new Systems::RenderSystem(this, EventBroker, ResourceManager); });
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m_SystemFactory.Register<Systems::RenderSystem>([this]() { return new Systems::RenderSystem(this, EventBroker, ResourceManager); });
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}
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}
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@@ -465,6 +464,7 @@ void GameWorld::AddSystems()
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AddSystem<Systems::FollowSystem>();
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AddSystem<Systems::FollowSystem>();
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AddSystem<Systems::GarageSystem>();
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AddSystem<Systems::GarageSystem>();
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AddSystem<Systems::WallSystem>();
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AddSystem<Systems::WallSystem>();
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AddSystem<Systems::TowerSystem>();
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AddSystem<Systems::RenderSystem>();
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AddSystem<Systems::RenderSystem>();
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}
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}
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@@ -628,6 +628,85 @@ void GameWorld::CreateGate(EntityID parent, glm::vec3 position, glm::quat orient
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}
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}
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}
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}
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EntityID GameWorld::CreateTower(EntityID parent, glm::vec3 pos, int playerID)
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{
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auto towerBase = CreateEntity(parent);
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auto transform = AddComponent<Components::Transform>(towerBase);
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transform->Position = pos;
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auto towerComponent = AddComponent<Components::Tower>(towerBase);
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auto physics = AddComponent<Components::Physics>(towerBase);
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physics->Mass = 100.f;
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physics->MotionType = Components::Physics::MotionTypeEnum::Fixed;
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auto model = AddComponent<Components::Model>(towerBase);
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model->ModelFile = "Models/Turret/Base/Base.obj";
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auto health = AddComponent<Components::Health>(towerBase);
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health->Amount = 50.f;
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auto shape = CreateEntity(towerBase);
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auto shapetransform = AddComponent<Components::Transform>(shape);
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auto shapemesh = AddComponent<Components::MeshShape>(shape);
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shapemesh->ResourceName = "Models/Turret/Base/Base.obj";
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CommitEntity(shape);
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{
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auto towerGunRotation = CreateEntity(towerBase);
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auto transform = AddComponent<Components::Transform>(towerGunRotation);
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transform->Position = glm::vec3(0.f, 5.889f-0.92791f, 0.f);
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auto towerGunBaseModel = CreateEntity(towerGunRotation);
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{
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auto transform = AddComponent<Components::Transform>(towerGunBaseModel);
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transform->Orientation = glm::quat(glm::vec3(0, -glm::pi<float>() / 2.f, 0));
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auto model = AddComponent<Components::Model>(towerGunBaseModel);
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model->ModelFile = "Models/Turret/GunRotation/GunRotation.obj";
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}
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CommitEntity(towerGunBaseModel);
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auto health = AddComponent<Components::Health>(towerGunRotation);
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health->Amount = 50.f;
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{
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auto towerGun = CreateEntity(towerGunRotation);
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auto transform = AddComponent<Components::Transform>(towerGun);
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transform->Position = glm::vec3(0.f, 4.12801f, 1.18125f);
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//transform->Orientation = glm::quat(glm::vec3(0, -glm::pi<float>() / 2.f, 0));
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auto towerGunModel = CreateEntity(towerGun);
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{
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auto transform = AddComponent<Components::Transform>(towerGunModel);
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transform->Orientation = glm::quat(glm::vec3(0, -glm::pi<float>() / 2.f, 0));
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auto model = AddComponent<Components::Model>(towerGunModel);
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model->ModelFile = "Models/Turret/Gun/Gun.obj";
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}
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CommitEntity(towerGunModel);
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auto health = AddComponent<Components::Health>(towerGun);
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health->Amount = 50.f;
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CommitEntity(towerGun);
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towerComponent->Gun = towerGun;
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}
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CommitEntity(towerGunRotation);
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towerComponent->GunBase = towerGunRotation;
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}
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towerComponent->ID = playerID;
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CommitEntity(towerBase);
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return towerBase;
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}
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EntityID GameWorld::CreateWall(EntityID parent, glm::vec3 pos, glm::quat orientation)
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EntityID GameWorld::CreateWall(EntityID parent, glm::vec3 pos, glm::quat orientation)
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{
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{
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auto wall = CreateEntity(parent);
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auto wall = CreateEntity(parent);
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@@ -1100,12 +1179,13 @@ void GameWorld::CreateBase(glm::quat orientation, int playerID)
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CreateGate(base, glm::vec3(273.f, 40.185f, 0.06f), glm::quat(glm::vec3(0, glm::pi<float>() / 2.f, 0)));
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CreateGate(base, glm::vec3(273.f, 40.185f, 0.06f), glm::quat(glm::vec3(0, glm::pi<float>() / 2.f, 0)));
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CreateWall(base, glm::vec3(273.f, 40.3f, -55.f), glm::quat(glm::vec3(0, glm::pi<float>() / 2.f, 0)));
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CreateWall(base, glm::vec3(273.f, 40.3f, -55.f), glm::quat(glm::vec3(0, glm::pi<float>() / 2.f, 0)));
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//CreateWall(base, glm::vec3(273.f, 40.3f, -45.f), glm::quat(glm::vec3(0, glm::pi<float>() / 2.f, 0)));
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CreateWall(base, glm::vec3(273.f, 40.3f, -45.f), glm::quat(glm::vec3(0, glm::pi<float>() / 2.f, 0)));
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//CreateWall(base, glm::vec3(273.f, 40.3f, -35.f), glm::quat(glm::vec3(0, glm::pi<float>() / 2.f, 0)));
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CreateWall(base, glm::vec3(273.f, 40.3f, -35.f), glm::quat(glm::vec3(0, glm::pi<float>() / 2.f, 0)));
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//CreateWall(base, glm::vec3(273.f, 40.3f, -25.f), glm::quat(glm::vec3(0, glm::pi<float>() / 2.f, 0)));
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CreateWall(base, glm::vec3(273.f, 40.3f, -25.f), glm::quat(glm::vec3(0, glm::pi<float>() / 2.f, 0)));
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//CreateWall(base, glm::vec3(273.f, 40.3f, -15.f), glm::quat(glm::vec3(0, glm::pi<float>() / 2.f, 0)));
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CreateWall(base, glm::vec3(273.f, 40.3f, -15.f), glm::quat(glm::vec3(0, glm::pi<float>() / 2.f, 0)));
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//CreateWall(base, glm::vec3(273.f, 40.3f, 15.f), glm::quat(glm::vec3(0, glm::pi<float>() / 2.f, 0)));
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CreateWall(base, glm::vec3(273.f, 40.3f, 15.f), glm::quat(glm::vec3(0, glm::pi<float>() / 2.f, 0)));
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//CreateWall(base, glm::vec3(273.f, 40.3f, 25.f), glm::quat(glm::vec3(0, glm::pi<float>() / 2.f, 0)));
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CreateWall(base, glm::vec3(273.f, 40.3f, 25.f), glm::quat(glm::vec3(0, glm::pi<float>() / 2.f, 0)));
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CreateTower(base, glm::vec3(290.f, 40.3f, 15.f), playerID);
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CreateGarage(base, glm::vec3(323.2f, 41.4f, -10.2f), glm::quat(glm::vec3(0, glm::pi<float>() / 2.f, 0)), playerID);
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CreateGarage(base, glm::vec3(323.2f, 41.4f, -10.2f), glm::quat(glm::vec3(0, glm::pi<float>() / 2.f, 0)), playerID);
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}
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}
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@@ -23,6 +23,7 @@
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#include "Systems/WheelPairSystem.h"
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#include "Systems/WheelPairSystem.h"
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#include "Systems/FollowSystem.h"
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#include "Systems/FollowSystem.h"
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#include "Systems/WallSystem.h"
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#include "Systems/WallSystem.h"
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#include "Systems/TowerSystem.h"
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#include "Systems/GarageSystem.h"
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#include "Systems/GarageSystem.h"
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#include "Components/Camera.h"
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#include "Components/Camera.h"
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@@ -82,6 +83,7 @@ private:
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void AddTankWheelPair(EntityID tankEntity, glm::vec3 position, int axleID, bool steering);
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void AddTankWheelPair(EntityID tankEntity, glm::vec3 position, int axleID, bool steering);
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EntityID CreateJeep(int playerID);
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EntityID CreateJeep(int playerID);
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EntityID CreateWall(EntityID parent, glm::vec3 pos, glm::quat orientation);
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EntityID CreateWall(EntityID parent, glm::vec3 pos, glm::quat orientation);
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EntityID CreateTower(EntityID parent, glm::vec3 pos, int playerID);
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EntityID CreateGarage(EntityID parent, glm::vec3 Position, glm::quat orientation, int playerID);
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EntityID CreateGarage(EntityID parent, glm::vec3 Position, glm::quat orientation, int playerID);
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void CreateTerrain();
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void CreateTerrain();
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void CreateBase(glm::quat orientation, int playerID);
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void CreateBase(glm::quat orientation, int playerID);
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@@ -0,0 +1,69 @@
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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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@@ -0,0 +1,36 @@
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#ifndef TowerSystem_h__
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#define TowerSystem_h__
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#include "System.h"
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#include "Systems/TransformSystem.h"
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#include "Components/Player.h"
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#include "Components/Tower.h"
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namespace Systems
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{
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class TowerSystem : public System
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{
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public:
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TowerSystem(World* world, std::shared_ptr<::EventBroker> eventBroker, std::shared_ptr<::ResourceManager> resourceManager)
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: System(world, eventBroker, resourceManager) { }
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void Initialize() override;
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void RegisterComponents(ComponentFactory* cf) override;
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virtual void Update(double dt);
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virtual void UpdateEntity(double dt, EntityID entity, EntityID parent);
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//EventRelay<TowerSystem, Events::Damage> m_eDamage;
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//bool Damage(const Events::Damage &event);
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private:
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};
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}
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#endif // TowerSystem_h__
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@@ -122,6 +122,7 @@
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<ClCompile Include="..\..\src\Systems\SoundSystem.cpp" />
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<ClCompile Include="..\..\src\Systems\SoundSystem.cpp" />
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<ClCompile Include="..\..\src\Systems\TankSteeringSystem.cpp" />
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<ClCompile Include="..\..\src\Systems\TankSteeringSystem.cpp" />
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<ClCompile Include="..\..\src\Systems\TimerSystem.cpp" />
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<ClCompile Include="..\..\src\Systems\TimerSystem.cpp" />
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<ClCompile Include="..\..\src\Systems\TowerSystem.cpp" />
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<ClCompile Include="..\..\src\Systems\TransformSystem.cpp" />
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<ClCompile Include="..\..\src\Systems\TransformSystem.cpp" />
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<ClCompile Include="..\..\src\Systems\TriggerSystem.cpp" />
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<ClCompile Include="..\..\src\Systems\TriggerSystem.cpp" />
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<ClCompile Include="..\..\src\Systems\WallSystem.cpp" />
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<ClCompile Include="..\..\src\Systems\WallSystem.cpp" />
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@@ -144,6 +145,7 @@
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<ClInclude Include="..\..\src\Components\Garage.h" />
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<ClInclude Include="..\..\src\Components\Garage.h" />
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<ClInclude Include="..\..\src\Components\Move.h" />
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<ClInclude Include="..\..\src\Components\Move.h" />
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<ClInclude Include="..\..\src\Components\Rotate.h" />
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<ClInclude Include="..\..\src\Components\Rotate.h" />
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<ClInclude Include="..\..\src\Components\Tower.h" />
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<ClInclude Include="..\..\src\Components\TriggerMove.h" />
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<ClInclude Include="..\..\src\Components\TriggerMove.h" />
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<ClInclude Include="..\..\src\Components\Timer.h" />
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<ClInclude Include="..\..\src\Components\Timer.h" />
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<ClInclude Include="..\..\src\Components\TriggerExplosion.h" />
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<ClInclude Include="..\..\src\Components\TriggerExplosion.h" />
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@@ -250,6 +252,7 @@
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<ClInclude Include="..\..\src\Systems\SoundSystem.h" />
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<ClInclude Include="..\..\src\Systems\SoundSystem.h" />
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<ClInclude Include="..\..\src\Systems\TankSteeringSystem.h" />
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<ClInclude Include="..\..\src\Systems\TankSteeringSystem.h" />
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<ClInclude Include="..\..\src\Systems\TimerSystem.h" />
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<ClInclude Include="..\..\src\Systems\TimerSystem.h" />
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<ClInclude Include="..\..\src\Systems\TowerSystem.h" />
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<ClInclude Include="..\..\src\Systems\TransformSystem.h" />
|
<ClInclude Include="..\..\src\Systems\TransformSystem.h" />
|
||||||
<ClInclude Include="..\..\src\Systems\TriggerSystem.h" />
|
<ClInclude Include="..\..\src\Systems\TriggerSystem.h" />
|
||||||
<ClInclude Include="..\..\src\Systems\WallSystem.h" />
|
<ClInclude Include="..\..\src\Systems\WallSystem.h" />
|
||||||
|
|||||||
@@ -78,15 +78,18 @@
|
|||||||
<ClCompile Include="..\..\src\Systems\FollowSystem.cpp">
|
<ClCompile Include="..\..\src\Systems\FollowSystem.cpp">
|
||||||
<Filter>Game\Systems</Filter>
|
<Filter>Game\Systems</Filter>
|
||||||
</ClCompile>
|
</ClCompile>
|
||||||
<ClCompile Include="..\..\src\Systems\WallSystem.cpp">
|
|
||||||
<Filter>Gameplay\Systems</Filter>
|
|
||||||
</ClCompile>
|
|
||||||
<ClCompile Include="..\..\src\Systems\GarageSystem.cpp">
|
<ClCompile Include="..\..\src\Systems\GarageSystem.cpp">
|
||||||
<Filter>Game\Systems</Filter>
|
<Filter>Game\Systems</Filter>
|
||||||
</ClCompile>
|
</ClCompile>
|
||||||
<ClCompile Include="..\..\src\Sound.cpp">
|
<ClCompile Include="..\..\src\Sound.cpp">
|
||||||
<Filter>Audio</Filter>
|
<Filter>Audio</Filter>
|
||||||
</ClCompile>
|
</ClCompile>
|
||||||
|
<ClCompile Include="..\..\src\Systems\WallSystem.cpp">
|
||||||
|
<Filter>Game\Systems</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="..\..\src\Systems\TowerSystem.cpp">
|
||||||
|
<Filter>Game\Systems</Filter>
|
||||||
|
</ClCompile>
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<Filter Include="Util">
|
<Filter Include="Util">
|
||||||
@@ -526,9 +529,6 @@
|
|||||||
<ClInclude Include="..\..\src\Components\BlendMap.h">
|
<ClInclude Include="..\..\src\Components\BlendMap.h">
|
||||||
<Filter>Rendering\Components</Filter>
|
<Filter>Rendering\Components</Filter>
|
||||||
</ClInclude>
|
</ClInclude>
|
||||||
<ClInclude Include="..\..\src\Systems\WallSystem.h">
|
|
||||||
<Filter>Gameplay\Systems</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="..\..\src\Events\LeaveTrigger.h">
|
<ClInclude Include="..\..\src\Events\LeaveTrigger.h">
|
||||||
<Filter>Physics\Events</Filter>
|
<Filter>Physics\Events</Filter>
|
||||||
</ClInclude>
|
</ClInclude>
|
||||||
@@ -565,9 +565,6 @@
|
|||||||
<ClInclude Include="..\..\src\GUI\VehicleSelection.h">
|
<ClInclude Include="..\..\src\GUI\VehicleSelection.h">
|
||||||
<Filter>GUI</Filter>
|
<Filter>GUI</Filter>
|
||||||
</ClInclude>
|
</ClInclude>
|
||||||
<ClInclude Include="..\..\src\Events\OnDead.h">
|
|
||||||
<Filter>Gameplay\Events</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="..\..\src\Events\SpawnVehicle.h">
|
<ClInclude Include="..\..\src\Events\SpawnVehicle.h">
|
||||||
<Filter>Game\Events</Filter>
|
<Filter>Game\Events</Filter>
|
||||||
</ClInclude>
|
</ClInclude>
|
||||||
@@ -577,6 +574,16 @@
|
|||||||
<ClInclude Include="..\..\src\Components\SpawnPoint.h">
|
<ClInclude Include="..\..\src\Components\SpawnPoint.h">
|
||||||
<Filter>Game\Components</Filter>
|
<Filter>Game\Components</Filter>
|
||||||
</ClInclude>
|
</ClInclude>
|
||||||
|
<ClInclude Include="..\..\src\Events\OnDead.h" />
|
||||||
|
<ClInclude Include="..\..\src\Systems\WallSystem.h">
|
||||||
|
<Filter>Game\Systems</Filter>
|
||||||
|
</ClInclude>
|
||||||
|
<ClInclude Include="..\..\src\Systems\TowerSystem.h">
|
||||||
|
<Filter>Game\Systems</Filter>
|
||||||
|
</ClInclude>
|
||||||
|
<ClInclude Include="..\..\src\Components\Tower.h">
|
||||||
|
<Filter>Game\Components</Filter>
|
||||||
|
</ClInclude>
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<None Include="..\..\src\Shaders\Fragment2.glsl">
|
<None Include="..\..\src\Shaders\Fragment2.glsl">
|
||||||
|
|||||||
Reference in New Issue
Block a user