Made AmmunitionHUD into TextFieldReader which reads any component field on a parent and updates a Text component with the value!
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@@ -0,0 +1,46 @@
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#include "Game/Systems/TextFieldReader.h"
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void TextFieldReader::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cAmmunitionHUD, double dt)
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{
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if (!entity.HasComponent("Text")) {
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return;
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}
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// Find the entity to read from
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const std::string& parentEntityName = cAmmunitionHUD["ParentEntityName"];
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EntityWrapper readEntity = entity;
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if (!parentEntityName.empty()) {
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readEntity = entity.FirstParentByName(parentEntityName);
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if (!readEntity.Valid()) {
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return;
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}
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}
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// Find the component to read from
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const std::string& componentType = cAmmunitionHUD["ComponentType"];
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if (componentType.empty() || !readEntity.HasComponent(componentType)) {
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return;
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}
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ComponentWrapper component = readEntity[componentType];
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// Find the field to read from
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const std::string& fieldName = cAmmunitionHUD["Field"];
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if (fieldName.empty() || component.Info.Fields.count(fieldName) == 0) {
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return;
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}
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const ComponentInfo::Field_t& field = component.Info.Fields.at(fieldName);
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std::string& text = entity["Text"]["Content"];
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if (field.Type == "int") {
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text = boost::lexical_cast<std::string>((const int&)component[fieldName]);
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} else if (field.Type == "float") {
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text = boost::lexical_cast<std::string>((const float&)component[fieldName]);
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} else if (field.Type == "double") {
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text = boost::lexical_cast<std::string>((const double&)component[fieldName]);
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} else if (field.Type == "bool") {
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text = boost::lexical_cast<std::string>((const bool&)component[fieldName]);
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} else if (field.Type == "string") {
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text = (const std::string&)component[fieldName];
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}
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}
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