Fixed bug with entityID. Also trying to fix movement WIP.
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@@ -46,10 +46,10 @@ void Client::Update()
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while (m_PlayersToCreate.size() > 0) {
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unsigned int i = m_PlayersToCreate.size() - 1;
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unsigned int tempID = m_World->CreateEntity();
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ComponentWrapper transform = m_World->AttachComponent(m_PlayerDefinitions[m_PlayersToCreate[i]].EntityID, "Transform");
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ComponentWrapper model = m_World->AttachComponent(m_PlayerDefinitions[m_PlayersToCreate[i]].EntityID, "Model");
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ComponentWrapper transform = m_World->AttachComponent(tempID, "Transform");
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ComponentWrapper model = m_World->AttachComponent(tempID, "Model");
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model["Resource"] = "Models/Core/UnitSphere.obj";
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ComponentWrapper player = m_World->AttachComponent(m_PlayerDefinitions[m_PlayersToCreate[i]].EntityID, "Player");
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ComponentWrapper player = m_World->AttachComponent(tempID, "Player");
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m_PlayerDefinitions[m_PlayersToCreate[i]].EntityID = tempID;
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m_PlayersToCreate.pop_back();
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}
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@@ -30,12 +30,12 @@ void Server::Update()
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while (m_PlayersToCreate.size() > 0) {
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unsigned int i = m_PlayersToCreate.size() - 1;
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unsigned int tempID = m_World->CreateEntity();
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ComponentWrapper transform = m_World->AttachComponent(m_PlayerDefinitions[m_PlayersToCreate[i]].EntityID, "Transform");
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ComponentWrapper transform = m_World->AttachComponent(tempID, "Transform");
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transform["Position"] = glm::vec3(-1.5f, 0.f, 0.f);
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ComponentWrapper model = m_World->AttachComponent(m_PlayerDefinitions[m_PlayersToCreate[i]].EntityID, "Model");
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ComponentWrapper model = m_World->AttachComponent(tempID, "Model");
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model["Resource"] = "Models/Core/UnitSphere.obj";
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model["Color"] = glm::vec4(rand()%255 / 255.f, rand()%255 / 255.f, rand() %255 / 255.f, 1.f);
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ComponentWrapper player = m_World->AttachComponent(m_PlayerDefinitions[m_PlayersToCreate[i]].EntityID, "Player");
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ComponentWrapper player = m_World->AttachComponent(tempID, "Player");
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m_PlayerDefinitions[m_PlayersToCreate[i]].EntityID = tempID;
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m_PlayersToCreate.pop_back();
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}
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@@ -300,6 +300,11 @@ void Server::ParseEvent(char * data, size_t length)
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return;
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unsigned int entityId = m_PlayerDefinitions[i].EntityID;
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m_World->GetComponent(entityId, "Player")["Forward"] = false;
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m_World->GetComponent(entityId, "Player")["Left"] = false;
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m_World->GetComponent(entityId, "Player")["Back"] = false;
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m_World->GetComponent(entityId, "Player")["Right"] = false;
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if ("+Forward" == std::string(data)) {
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m_World->GetComponent(entityId, "Player")["Forward"] = true;
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}
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