ScoreScreenSystem things
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@@ -1,18 +1,22 @@
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#ifndef ScoreScreenSystem_h__
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#define ScoreScreenSystem_h__
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#include "../../Engine/Core/System.h"
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#include "../../Engine/GLM.h"
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#include "Core/System.h"
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#include "Core/EPlayerDeath.h"
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#include "Core/EPlayerSpawned.h"
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#include "GLM.h"
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class ScoreScreenSystem : public PureSystem
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{
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public:
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ScoreScreenSystem(SystemParams params)
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: System(params)
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, PureSystem("ScoreScreen")
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{ }
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ScoreScreenSystem(SystemParams params);
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& capturePoint, double dt) override;
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EventRelay<ScoreScreenSystem, Events::PlayerDeath> m_EPlayerDeath;
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void OnPlayerDeath(const Events::PlayerDeath& e);
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EventRelay<ScoreScreenSystem, Events::PlayerSpawned> m_EPlayerSpawned;
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void OnPlayerSpawn(const Events::PlayerSpawned& e);
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};
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#endif
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@@ -1,6 +1,25 @@
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#include "Game/Systems/ScoreScreenSystem.h"
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ScoreScreenSystem::ScoreScreenSystem(SystemParams params)
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: System(params)
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, PureSystem("ScoreScreen")
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{
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EVENT_SUBSCRIBE_MEMBER(m_EPlayerDeath, &ScoreScreenSystem::OnPlayerDeath);
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EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &ScoreScreenSystem::OnPlayerSpawn);
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}
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void ScoreScreenSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& capturePoint, double dt)
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{
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//Logic here
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}
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void ScoreScreenSystem::OnPlayerDeath(const Events::PlayerDeath& e)
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{
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//When player die, add it to his score, and when possible the player who killed him.
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}
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void ScoreScreenSystem::OnPlayerSpawn(const Events::PlayerSpawned& e)
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{
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//When a player spawn, add a new entry to the score screen.
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}
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