Made RespawnSystem not spawn while world is paused
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@@ -4,6 +4,7 @@
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#include "System.h"
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#include "SpawnerSystem.h"
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#include "EEntityDeleted.h"
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#include "EPause.h"
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class RespawnSystem : public PureSystem
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{
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@@ -14,9 +15,14 @@ public:
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private:
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std::unordered_map<EntityWrapper, EntityWrapper> m_LastRespawnedEntity;
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bool m_Paused = false;
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EventRelay<RespawnSystem, Events::EntityDeleted> m_EEntityDeleted;
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bool OnEntityDeleted(const Events::EntityDeleted& e);
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EventRelay<RespawnSystem, Events::Pause> m_EPause;
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bool OnPause(const Events::Pause& e);
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EventRelay<RespawnSystem, Events::Resume> m_EResume;
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bool OnResume(const Events::Resume& e);
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};
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#endif
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@@ -5,10 +5,16 @@ RespawnSystem::RespawnSystem(SystemParams params)
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, PureSystem("Respawn")
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{
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EVENT_SUBSCRIBE_MEMBER(m_EEntityDeleted, &RespawnSystem::OnEntityDeleted);
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EVENT_SUBSCRIBE_MEMBER(m_EPause, &RespawnSystem::OnPause);
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EVENT_SUBSCRIBE_MEMBER(m_EResume, &RespawnSystem::OnResume);
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}
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void RespawnSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cRespawn, double dt)
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{
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if (m_Paused) {
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return;
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}
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if (!entity.HasComponent("Spawner")) {
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return;
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}
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@@ -30,3 +36,19 @@ bool RespawnSystem::OnEntityDeleted(const Events::EntityDeleted& e)
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return true;
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}
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bool RespawnSystem::OnPause(const Events::Pause& e)
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{
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if (e.World == m_World) {
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m_Paused = true;
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}
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return true;
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}
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bool RespawnSystem::OnResume(const Events::Resume& e)
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{
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if (e.World == m_World) {
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m_Paused = false;
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}
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return true;
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}
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