[Orxonox-commit 6136] r10794 - in code/branches/fabienHS15: data/overlays src/modules/overlays/hud src/modules/weapons/projectiles src/modules/weapons/weaponmodes src/orxonox/weaponsystem
fvultier at orxonox.net
fvultier at orxonox.net
Tue Nov 10 19:47:40 CET 2015
Author: fvultier
Date: 2015-11-10 19:47:39 +0100 (Tue, 10 Nov 2015)
New Revision: 10794
Modified:
code/branches/fabienHS15/data/overlays/jumpHUD.oxo
code/branches/fabienHS15/src/modules/overlays/hud/HUDWeapon.cc
code/branches/fabienHS15/src/modules/overlays/hud/HUDWeaponMode.cc
code/branches/fabienHS15/src/modules/overlays/hud/HUDWeaponSystem.cc
code/branches/fabienHS15/src/modules/weapons/projectiles/Rocket.cc
code/branches/fabienHS15/src/modules/weapons/projectiles/SimpleRocket.cc
code/branches/fabienHS15/src/modules/weapons/weaponmodes/RocketFire.cc
code/branches/fabienHS15/src/modules/weapons/weaponmodes/SimpleRocketFire.cc
code/branches/fabienHS15/src/orxonox/weaponsystem/Munition.h
Log:
bug in the WeaponHUD fixed.
Modified: code/branches/fabienHS15/data/overlays/jumpHUD.oxo
===================================================================
--- code/branches/fabienHS15/data/overlays/jumpHUD.oxo 2015-11-10 15:37:34 UTC (rev 10793)
+++ code/branches/fabienHS15/data/overlays/jumpHUD.oxo 2015-11-10 18:47:39 UTC (rev 10794)
@@ -36,23 +36,7 @@
showScore = false
showFuel = false
showMessages = true
- />
+ />
- <HUDBar
- name = "SpeedBar1"
- background = "Orxonox/BarBackground"
- size = "0.35, 0.05"
- position = "0.0 , 1.0 "
- pickpoint = "0, 1"
- correctaspect = false
-
- initialvalue = 50
-
- >
- <BarColour position = 0.0 colour = "0.7,0.5,0.2" />
- <BarColour position = 0.5 colour = "0.2,0.7,0.2" />
- <BarColour position = 1.0 colour = "0.7,0.2,0.2" />
- </HUDBar>
-
</OverlayGroup>
</Template>
Modified: code/branches/fabienHS15/src/modules/overlays/hud/HUDWeapon.cc
===================================================================
--- code/branches/fabienHS15/src/modules/overlays/hud/HUDWeapon.cc 2015-11-10 15:37:34 UTC (rev 10793)
+++ code/branches/fabienHS15/src/modules/overlays/hud/HUDWeapon.cc 2015-11-10 18:47:39 UTC (rev 10794)
@@ -111,6 +111,13 @@
void HUDWeapon::changedVisibility()
{
SUPER(HUDWeapon, changedVisibility);
+
+ bool visible = this->isVisible();
+
+ for (std::vector<WeakPtr<HUDWeaponMode> >::iterator it = hudWeaponModes_.begin(); it != hudWeaponModes_.end(); ++it)
+ {
+ (*it)->setVisible(visible);
+ }
}
void HUDWeapon::changedName()
Modified: code/branches/fabienHS15/src/modules/overlays/hud/HUDWeaponMode.cc
===================================================================
--- code/branches/fabienHS15/src/modules/overlays/hud/HUDWeaponMode.cc 2015-11-10 15:37:34 UTC (rev 10793)
+++ code/branches/fabienHS15/src/modules/overlays/hud/HUDWeaponMode.cc 2015-11-10 18:47:39 UTC (rev 10794)
@@ -92,7 +92,7 @@
textOverlayRight_->setAspectCorrection(false);
textOverlayRight_->setZOrder(600);
- materialNameState_ = "Orxonox/WSHUD_Empty";
+ materialNameState_ = "";
overlayElementReplenish_->setMaterialName("Orxonox/WSHUD_Replenish");
}
@@ -197,6 +197,8 @@
SUPER(HUDWeaponMode, changedOwner);
this->owner_ = orxonox_cast<Pawn*>(this->getOwner());
+
+ materialNameState_ = ""; // Needed to set the material in the tick ater a change of the owner.
}
void HUDWeaponMode::changedOverlayGroup()
@@ -211,8 +213,18 @@
{
SUPER(HUDWeaponMode, changedVisibility);
- this->textOverlayLeft_->setVisible(this->isVisible());
- this->textOverlayRight_->setVisible(this->isVisible());
+ bool visible = this->isVisible();
+
+ this->textOverlayLeft_->setVisible(visible);
+ this->textOverlayRight_->setVisible(visible);
+
+ if (visible)
+ {
+ overlayElementIcon_->show();
+ overlayElementReplenish_->show();
+ overlayElementMunition_->show();
+ overlayElementState_->show();
+ }
}
void HUDWeaponMode::changedName()
Modified: code/branches/fabienHS15/src/modules/overlays/hud/HUDWeaponSystem.cc
===================================================================
--- code/branches/fabienHS15/src/modules/overlays/hud/HUDWeaponSystem.cc 2015-11-10 15:37:34 UTC (rev 10793)
+++ code/branches/fabienHS15/src/modules/overlays/hud/HUDWeaponSystem.cc 2015-11-10 18:47:39 UTC (rev 10794)
@@ -99,6 +99,13 @@
void HUDWeaponSystem::changedVisibility()
{
SUPER(HUDWeaponSystem, changedVisibility);
+
+ bool visible = this->isVisible();
+
+ for (std::vector<WeakPtr<HUDWeapon> >::iterator it = hudWeapons_.begin(); it != hudWeapons_.end(); ++it)
+ {
+ (*it)->setVisible(visible);
+ }
}
void HUDWeaponSystem::changedName()
Modified: code/branches/fabienHS15/src/modules/weapons/projectiles/Rocket.cc
===================================================================
--- code/branches/fabienHS15/src/modules/weapons/projectiles/Rocket.cc 2015-11-10 15:37:34 UTC (rev 10793)
+++ code/branches/fabienHS15/src/modules/weapons/projectiles/Rocket.cc 2015-11-10 18:47:39 UTC (rev 10794)
@@ -75,7 +75,7 @@
// Create rocket model
Model* model = new Model(this->getContext());
model->setMeshSource("rocket.mesh");
- model->scale(0.7f);
+ model->scale(1.0f);
this->attach(model);
// Add effects.
@@ -186,6 +186,8 @@
{
SUPER(Rocket, tick, dt);
+ orxout() << "Rocket::tick" << getScale() << endl;
+
if( this->hasLocalController() )
{
this->setAngularVelocity(this->getOrientation() * this->localAngularVelocity_);
Modified: code/branches/fabienHS15/src/modules/weapons/projectiles/SimpleRocket.cc
===================================================================
--- code/branches/fabienHS15/src/modules/weapons/projectiles/SimpleRocket.cc 2015-11-10 15:37:34 UTC (rev 10793)
+++ code/branches/fabienHS15/src/modules/weapons/projectiles/SimpleRocket.cc 2015-11-10 18:47:39 UTC (rev 10794)
@@ -75,7 +75,7 @@
// Create rocket model.
Model* model = new Model(this->getContext());
model->setMeshSource("rocket.mesh");
- model->scale(0.7f);
+ model->scale(1.0f);
this->attach(model);
// Add effects.
@@ -116,6 +116,8 @@
{
SUPER(SimpleRocket, tick, dt);
+ orxout() << "SimpleRocket::tick" << getScale() << endl;
+
if (GameMode::isMaster())
{
this->setAngularVelocity(this->getOrientation() * this->localAngularVelocity_);
Modified: code/branches/fabienHS15/src/modules/weapons/weaponmodes/RocketFire.cc
===================================================================
--- code/branches/fabienHS15/src/modules/weapons/weaponmodes/RocketFire.cc 2015-11-10 15:37:34 UTC (rev 10793)
+++ code/branches/fabienHS15/src/modules/weapons/weaponmodes/RocketFire.cc 2015-11-10 18:47:39 UTC (rev 10794)
@@ -78,7 +78,7 @@
rocket->setOrientation(this->getMuzzleOrientation());
rocket->setPosition(this->getMuzzlePosition());
rocket->setVelocity(this->getMuzzleDirection() * this->speed_);
- rocket->scale(2);
+ rocket->scale(1.0f);
rocket->setShooter(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn());
rocket->setDamage(this->getDamage());
Modified: code/branches/fabienHS15/src/modules/weapons/weaponmodes/SimpleRocketFire.cc
===================================================================
--- code/branches/fabienHS15/src/modules/weapons/weaponmodes/SimpleRocketFire.cc 2015-11-10 15:37:34 UTC (rev 10793)
+++ code/branches/fabienHS15/src/modules/weapons/weaponmodes/SimpleRocketFire.cc 2015-11-10 18:47:39 UTC (rev 10794)
@@ -84,6 +84,7 @@
rocket->setPosition(this->getMuzzlePosition());
rocket->setVelocity(this->getMuzzleDirection()*this->speed_);
rocket->setShooter(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn());
+ rocket->scale(1.0f);
rocket->setDamage(this->damage_);
rocket->setShieldDamage(this->getShieldDamage());
Modified: code/branches/fabienHS15/src/orxonox/weaponsystem/Munition.h
===================================================================
--- code/branches/fabienHS15/src/orxonox/weaponsystem/Munition.h 2015-11-10 15:37:34 UTC (rev 10793)
+++ code/branches/fabienHS15/src/orxonox/weaponsystem/Munition.h 2015-11-10 18:47:39 UTC (rev 10794)
@@ -42,9 +42,9 @@
{
enum Value
{
- Share,
- Stack,
- Separate
+ Separate, // Every comsuming weapon mode has its own magazine. It is possible that one weapon mode is out of ammo while another still has some.
+ Share, // All comsuming weapon modes take their munition from the same magazine. If this magazine is empty a new one is loaded.
+ Stack // There is only one magazine where all the munition is stored. Use this deployment mode for heavy weapons loke rockets, bombs, ...
};
}
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