Danbias/Code/Game/GameClient/GameClientState/GameState.h

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#ifndef DANBIAS_CLIENT_GAMESTATE_H
#define DANBIAS_CLIENT_GAMESTATE_H
#include "GameClientState.h"
#include "OysterMath.h"
#include <string>
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#include "Camera_FPS.h"
#include "LevelLoader/LevelLoader.h"
#include "C_obj/C_Player.h"
#include "C_obj/C_DynamicObj.h"
#include "C_obj/C_StaticObj.h"
#include "DynamicArray.h"
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namespace DanBias { namespace Client
{
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class GameState : public GameClientState
{
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public:
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enum gameStateState
{
gameStateState_loading,
gameStateState_playing,
gameStateState_end,
};
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GameState(void);
~GameState(void);
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bool Init( SharedStateContent &shared );
GameClientState::ClientState Update( float deltaTime ) override;
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bool LoadModels(std::string mapFile);
bool InitCamera(Oyster::Math::Float3 startPos) ;
void InitiatePlayer(int id, std::wstring modelName, Oyster::Math::Float4x4 world);
gameStateState LoadGame();
void readKeyInput(InputClass* KeyInput);
bool Render()override;
bool Release()override;
void ChangeState( ClientState next );
void DataRecieved( ::Oyster::Network::NetEvent<::Oyster::Network::NetworkClient*, ::Oyster::Network::NetworkClient::ClientEventArgs> e );
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private:
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struct MyData;
::Utility::DynamicMemory::UniquePointer<MyData> privData;
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bool key_forward;
bool key_backward;
bool key_strafeRight;
bool key_strafeLeft;
bool key_Shoot;
bool key_Jump;
Camera_FPS camera;
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int myId;
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Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<C_StaticObj>> staticObjects;
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<C_Object>> dynamicObjects;
//Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<C_Player>> playObjects;
};
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} }
#endif