Merge branch 'GameLogic' of https://github.com/dean11/Danbias into GameLogic
This commit is contained in:
commit
27aad0d86f
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@ -143,9 +143,25 @@ using namespace GameLogic;
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void GameSession::EricLogicInitFunc()
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void GameSession::EricLogicInitFunc()
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{
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{
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//CollisionManager::BoxCollision(0,0);
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CollisionManager::BoxCollision(0,0);
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objectBox = new DynamicObject(CollisionManager::BoxCollision, OBJECT_TYPE::OBJECT_TYPE_BOX);
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Protocol_CreateObject objectCreation;
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objectCreation.object_ID = objectBox->GetID();
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objectCreation.path = "crate";
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Oyster::Math::Float4x4 worldMat = objectBox->GetRigidBody()->GetOrientation();
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for (int i = 0; i < 16; i++)
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{
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objectCreation.worldMatrix[i] = worldMat[i];
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}
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for (int i = 0; i < clients.Size(); i++)
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{
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clients[i]->NetClient_Object()->Send(objectCreation);
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}
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//objectBox = new DynamicObject(CollisionManager::BoxCollision, OBJECT_TYPE::OBJECT_TYPE_BOX);
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}
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}
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void GameSession::EricLogicFrameFunc()
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void GameSession::EricLogicFrameFunc()
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{
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{
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@ -153,13 +169,31 @@ using namespace GameLogic;
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}
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}
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void GameSession::EricsLogicTestingProtocalRecieved(ClientObject* reciever, CustomNetProtocol& protocol)
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void GameSession::EricsLogicTestingProtocalRecieved(ClientObject* reciever, CustomNetProtocol& protocol)
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{
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{
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bool moved = false;
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switch (protocol[protocol_ID_INDEX].value.netShort)
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switch (protocol[protocol_ID_INDEX].value.netShort)
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{
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{
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case protocol_Gameplay_PlayerNavigation:
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case protocol_Gameplay_PlayerNavigation:
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ConvertToMovement(reciever, protocol);
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ConvertToMovement(reciever, protocol);
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moved = true;
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break;
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break;
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}
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}
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if (moved)
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{
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Protocol_ObjectPosition playerMovement;
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Oyster::Math::Float4x4 worldMat = reciever->Logic_Object()->GetRigidBody()->GetOrientation();
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playerMovement.object_ID = reciever->Logic_Object()->GetID();
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for (int i = 0; i < 16; i++)
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{
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playerMovement.worldMatrix[i] = worldMat[i];
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}
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reciever->NetClient_Object()->Send(playerMovement);
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}
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}
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}
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@ -11,7 +11,7 @@ namespace GameLogic
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struct Protocol_CreateObject :public Oyster::Network::CustomProtocolObject
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struct Protocol_CreateObject :public Oyster::Network::CustomProtocolObject
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{
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{
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int object_ID;
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int object_ID;
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char path[255];
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char *path;
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float worldMatrix[16];
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float worldMatrix[16];
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@ -233,9 +233,11 @@ namespace Oyster
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virtual ~API() {}
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virtual ~API() {}
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};
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};
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//! The root interface for all physical representations processable by the engine.
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//! The root interface for all physical representations processable by the engine.
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class PHYSICS_DLL_USAGE ICustomBody
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class PHYSICS_DLL_USAGE ICustomBody
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{
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{
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public:
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public:
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enum SubscriptMessage
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enum SubscriptMessage
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{
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{
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