Danbias/Code/Game/DanBiasGame/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.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"
namespace DanBias
{
namespace Client
{
class GameState : public GameClientState
{
enum gameStateState
{
gameStateState_loading,
gameStateState_playing,
gameStateState_end,
};
private:
bool key_forward;
bool key_backward;
bool key_strafeRight;
bool key_strafeLeft;
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bool key_Shoot;
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bool key_Jump;
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Camera* camera;
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int myId;
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float pitch;
struct myData;
myData* privData;
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;
public:
GameState(void);
~GameState(void);
bool Init(Oyster::Network::NetworkClient* nwClient);
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GameClientState::ClientState Update(float deltaTime, InputClass* KeyInput) override;
bool LoadModels(std::string mapFile);
bool LoadModels();
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bool InitCamera(Oyster::Math::Float3 startPos) ;
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void InitiatePlayer(int id, std::wstring modelName, Oyster::Math::Float4x4 world);
gameStateState LoadGame();
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void readKeyInput(InputClass* KeyInput);
bool Render(float dt)override;
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bool Release()override;
void Protocol(ProtocolStruct* pos)override;
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void Protocol(PlayerPos* pos);
void Protocol(ObjPos* pos);
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void Protocol( NewObj* pos );
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void Protocol(RemoveObj* obj);
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//void Protocol(LightPos pos);
};
};
};
#endif