GL - added loginstate
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@ -206,6 +206,7 @@
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<ClCompile Include="GameClientState\GameState.cpp" />
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<ClCompile Include="GameClientState\LobbyState.cpp" />
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<ClCompile Include="GameClientState\C_Object.cpp" />
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<ClCompile Include="GameClientState\LoginState.cpp" />
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="GameClientRecieverFunc.h" />
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@ -216,6 +217,7 @@
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<ClInclude Include="GameClientState\C_obj\C_UIobject.h" />
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<ClInclude Include="GameClientState\GameClientState.h" />
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<ClInclude Include="GameClientState\GameState.h" />
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<ClInclude Include="GameClientState\LoginState.h" />
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<ClInclude Include="Include\DanBiasGame.h" />
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<ClInclude Include="GameClientState\LobbyState.h" />
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<ClInclude Include="GameClientState\C_Object.h" />
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@ -5,6 +5,7 @@
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#include "GameClientState/GameClientState.h"
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#include "GameClientState\GameState.h"
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#include "GameClientState\LobbyState.h"
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#include "GameClientState\LoginState.h"
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#include <Protocols.h>
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#include "NetworkClient.h"
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@ -61,15 +62,15 @@ namespace DanBias
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return DanBiasClientReturn_Error;
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m_data->recieverObj = new GameRecieverObject;
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m_data->recieverObj->Connect(desc.port, desc.IP);
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/*m_data->recieverObj->Connect(desc.port, desc.IP);
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if (!m_data->recieverObj->IsConnected())
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{
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// failed to connect
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return DanBiasClientReturn_Error;
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}
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}*/
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// Start in lobby state
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m_data->recieverObj->gameClientState = new Client::LobbyState();
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m_data->recieverObj->gameClientState = new Client::LoginState();
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if(!m_data->recieverObj->gameClientState->Init(m_data->recieverObj))
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return DanBiasClientReturn_Error;
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@ -134,6 +135,7 @@ namespace DanBias
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m_data->inputObj->Update();
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DanBias::Client::GameClientState::ClientState state = DanBias::Client::GameClientState::ClientState_Same;
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state = m_data->recieverObj->gameClientState->Update(deltaTime, m_data->inputObj);
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@ -51,6 +51,7 @@ public:
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};
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enum ClientState
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{
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ClientState_Login,
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ClientState_Lobby,
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ClientState_Game,
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ClientState_Same,
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@ -31,7 +31,7 @@ LobbyState::~LobbyState(void)
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bool LobbyState::Init(Oyster::Network::NetworkClient* nwClient)
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{
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privData = new myData();
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this->nwClient = nwClient;
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// load models
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LoadModels(L"UImodels.txt");
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InitCamera(Oyster::Math::Float3(0,0,5.4f));
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@ -3,6 +3,7 @@
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#include "GameClientState.h"
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#include "OysterMath.h"
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#include "NetworkClient.h"
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#include <string>
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namespace DanBias
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{
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@ -12,6 +13,7 @@ namespace DanBias
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class LobbyState : public GameClientState
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{
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private:
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Oyster::Network::NetworkClient* nwClient;
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struct myData;
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myData* privData;
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public:
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@ -0,0 +1,166 @@
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#include "LoginState.h"
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#include "DllInterfaces/GFXAPI.h"
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#include "OysterMath.h"
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#include "C_obj/C_Player.h"
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#include "C_obj/C_StaticObj.h"
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#include "C_obj/C_DynamicObj.h"
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#include <GameServerAPI.h>
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using namespace DanBias::Client;
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struct LoginState::myData
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{
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myData(){}
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Oyster::Math3D::Float4x4 view;
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Oyster::Math3D::Float4x4 proj;
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C_Object* object[2];
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int modelCount;
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// UI object
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// game client*
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}privData;
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LoginState::LoginState(void)
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{
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}
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LoginState::~LoginState(void)
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{
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}
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bool LoginState::Init(Oyster::Network::NetworkClient* nwClient)
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{
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privData = new myData();
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this->nwClient = nwClient;
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// load models
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LoadModels(L"UImodels.txt");
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InitCamera(Oyster::Math::Float3(0,0,5.4f));
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return true;
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}
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bool LoginState::LoadModels(std::wstring file)
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{
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Oyster::Graphics::Definitions::Pointlight plight;
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plight.Pos = Oyster::Math::Float3(-2,3,0);
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plight.Color = Oyster::Math::Float3(0,1,0);
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plight.Radius = 10;
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plight.Bright = 1;
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Oyster::Graphics::API::AddLight(plight);
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// open file
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// read file
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// init models
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privData->modelCount = 2;
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ModelInitData modelData;
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modelData.world = Oyster::Math3D::Float4x4::identity;
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modelData.visible = true;
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modelData.modelPath = L"..\\Content\\Models\\box_2.dan";
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// load models
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privData->object[0] = new C_StaticObj();
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privData->object[0]->Init(modelData);
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Oyster::Math3D::Float4x4 translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(-2,-2,-2));
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modelData.world = modelData.world * translate;
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privData->object[1] = new C_DynamicObj();
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privData->object[1]->Init(modelData);
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return true;
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}
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bool LoginState::InitCamera(Oyster::Math::Float3 startPos)
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{
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privData->proj = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/2,1024.0f/768.0f,.1f,1000);
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//privData->proj = Oyster::Math3D::ProjectionMatrix_Orthographic(1024, 768, 1, 1000);
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Oyster::Graphics::API::SetProjection(privData->proj);
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privData->view = Oyster::Math3D::OrientationMatrix_LookAtDirection(Oyster::Math::Float3(0,0,-1),Oyster::Math::Float3(0,1,0),startPos);
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privData->view = Oyster::Math3D::InverseOrientationMatrix(privData->view);
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return true;
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}
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GameClientState::ClientState LoginState::Update(float deltaTime, InputClass* KeyInput)
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{
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// picking
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// mouse events
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// different menus
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// play sounds
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// update animation
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// send data to server
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// check data from server
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// create game
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if( KeyInput->IsKeyPressed(DIK_C))
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{
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DanBias::GameServerAPI::ServerInitDesc desc;
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DanBias::GameServerAPI::ServerInitiate(desc);
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DanBias::GameServerAPI::ServerStart();
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// my ip
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nwClient->Connect(15151, "127.0.0.1");
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if (!nwClient->IsConnected())
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{
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// failed to connect
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return ClientState_Same;
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}
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return ClientState_Lobby;
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}
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// join game
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if( KeyInput->IsKeyPressed(DIK_J))
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{
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// game ip
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nwClient->Connect(15151, "194.47.150.56");
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if (!nwClient->IsConnected())
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{
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// failed to connect
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return ClientState_Same;
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}
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return ClientState_Lobby;
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}
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return ClientState_Same;
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}
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bool LoginState::Render()
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{
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Oyster::Graphics::API::SetView(privData->view);
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Oyster::Graphics::API::SetProjection( privData->proj);
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Oyster::Graphics::API::NewFrame();
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// render objects
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for (int i = 0; i < privData->modelCount; i++)
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{
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privData->object[i]->Render();
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}
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// render effects
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// render lights
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Oyster::Graphics::API::EndFrame();
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return true;
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}
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bool LoginState::Release()
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{
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for (int i = 0; i < privData->modelCount; i++)
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{
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privData->object[i]->Release();
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delete privData->object[i];
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privData->object[i] = NULL;
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}
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delete privData;
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privData = NULL;
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return true;
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}
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void LoginState::Protocol(ProtocolStruct* protocol)
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{
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if((PlayerName*)protocol)
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PlayerJoinProtocol((PlayerName*)protocol);
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}
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void LoginState::PlayerJoinProtocol(PlayerName* name)
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{
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}
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@ -0,0 +1,33 @@
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#ifndef DANBIAS_CLIENT_LOGINSTATE_H
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#define DANBIAS_CLIENT_LOGINSTATE_H
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#include "GameClientState.h"
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#include "OysterMath.h"
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#include "NetworkClient.h"
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#include <string>
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namespace DanBias
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{
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namespace Client
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{
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class LoginState : public GameClientState
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{
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private:
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Oyster::Network::NetworkClient* nwClient;
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struct myData;
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myData* privData;
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public:
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LoginState(void);
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~LoginState(void);
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bool Init(Oyster::Network::NetworkClient* nwClient);
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bool LoadModels(std::wstring file);
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bool InitCamera(Oyster::Math::Float3 startPos);
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ClientState Update(float deltaTime, InputClass* KeyInput);
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bool Render();
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bool Release();
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void Protocol(ProtocolStruct* protocol)override;
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void PlayerJoinProtocol(PlayerName* name);
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};};};
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#endif // ! DANBIAS_CLIENT_LOGINSTATE_H
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