Work started on DamageIndicatorSystem. Made some initial tests and test calculations
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#ifndef DamageIndicatorSystem_h__
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#define DamageIndicatorSystem_h__
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#include "Core/System.h"
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#include "Core/Transform.h"
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#include "Core/ResourceManager.h"
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#include "Core/EntityFileParser.h"
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#include "Core/EPickupSpawned.h"
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#include "Core/EPlayerDamage.h"
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#include "Engine/Collision/ETrigger.h"
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#include "Common.h"
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#include <tuple>
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//temp
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#include "Input/EInputCommand.h"
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#include "Rendering/ESetCamera.h"
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#include <glm/gtc/quaternion.hpp>
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class DamageIndicatorSystem : public ImpureSystem
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{
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public:
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DamageIndicatorSystem(World* world, EventBroker* eventBroker);
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virtual void Update(double dt) override;
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private:
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EventRelay<DamageIndicatorSystem, Events::PlayerDamage> m_DamageTakenFromPlayer;
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bool OnPlayerDamageTaken(Events::PlayerDamage& e);
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//temp
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EventRelay<DamageIndicatorSystem, Events::InputCommand> m_EInputCommand;
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bool OnInputCommand(Events::InputCommand& e);
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EventRelay<DamageIndicatorSystem, Events::SetCamera> m_ESetCamera;
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bool OnSetCamera(const Events::SetCamera& e);
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EntityID m_CurrentCamera = -1;
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};
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#endif
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