Refactored System constructor to take a struct instead of a bunch of parameters to reduce future pain and to be able to extend it with IsClient and IsServer flags.

This commit is contained in:
2016-02-08 13:32:00 +01:00
parent 3a2b124cae
commit 2b4e00e4b0
37 changed files with 109 additions and 132 deletions
+1 -1
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@@ -17,7 +17,7 @@ class CapturePointSystem : public PureSystem
{
public:
//WARNING: on new map, destroy all info in the vectors, as well as reset all variables (just make new?)
CapturePointSystem(World* world, EventBroker* eventBroker);
CapturePointSystem(SystemParams params);
//updatecomponent
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& capturePoint, double dt) override;
+1 -1
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@@ -16,7 +16,7 @@
class HealthSystem : public PureSystem
{
public:
HealthSystem(World* world, EventBroker* eventBroker);
HealthSystem(SystemParams params);
//updatecomponent
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override;
+1 -1
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@@ -26,7 +26,7 @@ class InterpolationSystem : public PureSystem
float interpolationTime;
};
public:
InterpolationSystem(World* world, EventBroker* eventBroker);
InterpolationSystem(SystemParams params);
~InterpolationSystem() { }
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& transform, double dt) override;
private:
+2 -2
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@@ -6,8 +6,8 @@
class LifetimeSystem : public ImpureSystem, PureSystem
{
public:
LifetimeSystem(World* world, EventBroker* eventBroker)
: System(world, eventBroker)
LifetimeSystem(SystemParams params)
: System(params)
, PureSystem("Lifetime")
{ }
@@ -6,18 +6,14 @@
#include "../../Engine/Rendering/ESetCamera.h"
#include <imgui/imgui.h>
class PlayerHUD : public ImpureSystem
class PlayerHUDSystem : public ImpureSystem
{
public:
PlayerHUD(World* world, EventBroker* eventBrokerer);
~PlayerHUD();
PlayerHUDSystem(SystemParams params)
: System(params)
{ }
virtual void Update(double dt) override;
private:
World* m_World;
EventBroker* m_EventBroker;
};
#endif
+1 -1
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@@ -8,7 +8,7 @@
class PlayerMovementSystem : public ImpureSystem, PureSystem
{
public:
PlayerMovementSystem(World* world, EventBroker* eventBroker);
PlayerMovementSystem(SystemParams params);
~PlayerMovementSystem();
virtual void Update(double dt) override;
+1 -1
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@@ -9,7 +9,7 @@
class PlayerSpawnSystem : public ImpureSystem
{
public:
PlayerSpawnSystem(World* world, EventBroker* eventBroker);
PlayerSpawnSystem(SystemParams params);
virtual void Update(double dt) override;
+2 -2
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@@ -4,8 +4,8 @@
class RaptorCopterSystem : public PureSystem
{
public:
RaptorCopterSystem(World* world, EventBroker* eventBroker)
: System(world, eventBroker)
RaptorCopterSystem(SystemParams params)
: System(params)
, PureSystem("RaptorCopter")
{ }
+1 -1
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@@ -13,7 +13,7 @@
class SpawnerSystem : public System
{
public:
SpawnerSystem(World* world, EventBroker* eventBroker);
SpawnerSystem(SystemParams params);
static EntityWrapper Spawn(EntityWrapper spawner, EntityWrapper parent = EntityWrapper::Invalid);
+1 -1
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@@ -21,7 +21,7 @@
class WeaponSystem : public ImpureSystem
{
public:
WeaponSystem(World* world, EventBroker* eventBroker, IRenderer* renderer);
WeaponSystem(SystemParams params, IRenderer* renderer);
virtual void Update(double dt) override;