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:
@@ -1,7 +1,7 @@
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#include "Core/UniformScaleSystem.h"
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UniformScaleSystem::UniformScaleSystem(World* world, EventBroker* eventBroker)
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: System(world, eventBroker)
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UniformScaleSystem::UniformScaleSystem(SystemParams params)
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: System(params)
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, PureSystem("UniformScale")
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{
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EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &UniformScaleSystem::OnSetCamera);
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@@ -1,7 +1,7 @@
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#include "Editor/EditorRenderSystem.h"
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EditorRenderSystem::EditorRenderSystem(World* m_World, EventBroker* eventBroker, IRenderer* renderer, RenderFrame* renderFrame)
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: System(m_World, eventBroker)
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EditorRenderSystem::EditorRenderSystem(SystemParams params, IRenderer* renderer, RenderFrame* renderFrame)
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: System(params)
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, m_Renderer(renderer)
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, m_RenderFrame(renderFrame)
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{
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@@ -3,13 +3,13 @@
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#include "Editor/EditorRenderSystem.h"
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#include "Editor/EditorWidgetSystem.h"
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EditorSystem::EditorSystem(World* world, EventBroker* eventBroker, IRenderer* renderer, RenderFrame* renderFrame)
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: System(world, eventBroker)
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EditorSystem::EditorSystem(SystemParams params, IRenderer* renderer, RenderFrame* renderFrame)
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: System(params)
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, m_Renderer(renderer)
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, m_RenderFrame(renderFrame)
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{
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m_EditorWorld = new World();
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m_EditorWorldSystemPipeline = new SystemPipeline(m_EditorWorld, eventBroker);
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m_EditorWorldSystemPipeline = new SystemPipeline(m_EditorWorld, m_EventBroker, IsClient, IsServer);
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m_EditorWorldSystemPipeline->AddSystem<UniformScaleSystem>(0);
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m_EditorWorldSystemPipeline->AddSystem<EditorWidgetSystem>(0, m_Renderer);
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m_EditorWorldSystemPipeline->AddSystem<EditorRenderSystem>(1, m_Renderer, m_RenderFrame);
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@@ -1,7 +1,7 @@
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#include "Editor/EditorWidgetSystem.h"
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EditorWidgetSystem::EditorWidgetSystem(World* world, EventBroker* eventBroker, IRenderer* renderer)
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: System(world, eventBroker)
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EditorWidgetSystem::EditorWidgetSystem(SystemParams params, IRenderer* renderer)
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: System(params)
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, PureSystem("EditorWidget")
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, m_Renderer(renderer)
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{
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@@ -1,10 +1,9 @@
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#include "Rendering/RenderSystem.h"
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RenderSystem::RenderSystem(World* world, EventBroker* eventBroker, const IRenderer* renderer, RenderFrame* renderFrame)
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: System(world, eventBroker)
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RenderSystem::RenderSystem(SystemParams params, const IRenderer* renderer, RenderFrame* renderFrame)
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: System(params)
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, m_Renderer(renderer)
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, m_RenderFrame(renderFrame)
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, m_World(world)
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{
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EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &RenderSystem::OnSetCamera);
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EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &RenderSystem::OnInputCommand);
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+21
-34
@@ -11,7 +11,7 @@
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#include "Core/EntityFileWriter.h"
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#include "Game/Systems/CapturePointSystem.h"
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#include "Game/Systems/WeaponSystem.h"
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#include "Game/Systems/PlayerHUD.h"
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#include "Game/Systems/PlayerHUDSystem.h"
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#include "Game/Systems/LifetimeSystem.h"
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#include "../Engine/Rendering/AnimationSystem.h"
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@@ -71,13 +71,25 @@ Game::Game(int argc, char* argv[])
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fp.MergeEntities(m_World);
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}
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// Initialize network
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if (m_Config->Get<bool>("Networking.StartNetwork", false)) {
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bool isServer = m_Config->Get<bool>("Networking.IsServer", false);
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if (isServer) {
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m_Network = new Server();
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m_IsServer = true;
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} else {
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m_Network = new Client(m_Config);
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m_IsClient = true;
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}
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m_Network->Start(m_World, m_EventBroker);
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}
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// Create Octrees
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m_OctreeCollision = new Octree<EntityAABB>(AABB(glm::vec3(-100), glm::vec3(100)), 4);
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m_OctreeTrigger = new Octree<EntityAABB>(AABB(glm::vec3(-100), glm::vec3(100)), 4);
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m_OctreeFrustrumCulling = new Octree<EntityAABB>(AABB(glm::vec3(-100), glm::vec3(100)), 4);
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// Create system pipeline
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m_SystemPipeline = new SystemPipeline(m_World, m_EventBroker);
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m_SystemPipeline = new SystemPipeline(m_World, m_EventBroker, m_IsClient, m_IsServer);
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// All systems with orderlevel 0 will be updated first.
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unsigned int updateOrderLevel = 0;
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@@ -95,7 +107,7 @@ Game::Game(int argc, char* argv[])
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<CollidableOctreeSystem>(updateOrderLevel, m_OctreeCollision, "Collidable");
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m_SystemPipeline->AddSystem<CollidableOctreeSystem>(updateOrderLevel, m_OctreeTrigger, "Player");
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m_SystemPipeline->AddSystem<PlayerHUD>(updateOrderLevel);
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m_SystemPipeline->AddSystem<PlayerHUDSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<AnimationSystem>(updateOrderLevel);
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// Collision and TriggerSystem should update after player.
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@@ -107,12 +119,6 @@ Game::Game(int argc, char* argv[])
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<EditorSystem>(updateOrderLevel, m_Renderer, m_RenderFrame);
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// Invoke network
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if (m_Config->Get<bool>("Networking.StartNetwork", false)) {
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//boost::thread workerThread(&Game::networkFunction, this);
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networkFunction();
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}
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// Invoke sound system
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m_SoundSystem = new SoundSystem(m_World, m_EventBroker, m_Config->Get<bool>("Debug.EditorEnabled", false));
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@@ -126,6 +132,9 @@ Game::~Game()
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delete m_OctreeFrustrumCulling;
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delete m_OctreeCollision;
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delete m_OctreeTrigger;
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if (m_Network != nullptr) {
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delete m_Network;
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}
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delete m_World;
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delete m_FrameStack;
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delete m_InputProxy;
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@@ -154,39 +163,17 @@ void Game::Tick()
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m_EventBroker->Swap();
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// Update network
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if (m_IsClientOrServer) {
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m_ClientOrServer->Update();
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if (m_Network != nullptr) {
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m_Network->Update();
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}
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// Iterate through systems and update world!
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m_EventBroker->Process<SystemPipeline>();
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m_SystemPipeline->Update(dt);
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debugTick(dt);
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m_Renderer->Update(dt);
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m_SoundSystem->Update(dt);
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GLERROR("Game::Tick m_RenderQueueFactory->Update");
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m_Renderer->Draw(*m_RenderFrame);
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m_RenderFrame->Clear();
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GLERROR("Game::Tick m_Renderer->Draw");
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m_EventBroker->Swap();
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m_EventBroker->Clear();
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}
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void Game::debugTick(double dt)
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{
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m_EventBroker->Process<Game>();
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}
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void Game::networkFunction()
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{
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bool isServer = m_Config->Get<bool>("Networking.IsServer", false);
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if (!isServer) {
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m_IsClientOrServer = true;
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m_ClientOrServer = new Client(m_Config);
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}
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if (isServer) {
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m_IsClientOrServer = true;
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m_ClientOrServer = new Server();
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}
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m_ClientOrServer->Start(m_World, m_EventBroker);
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}
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@@ -1,8 +1,8 @@
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#include "Systems/CapturePointSystem.h"
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#include <algorithm>
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CapturePointSystem::CapturePointSystem(World* world, EventBroker* eventBroker)
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: System(world, eventBroker)
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CapturePointSystem::CapturePointSystem(SystemParams params)
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: System(params)
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, PureSystem("CapturePoint")
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{
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//subscribe/listenTo playerdamage,healthpickup events (using the eventBroker)
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@@ -1,7 +1,7 @@
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#include "Systems/HealthSystem.h"
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HealthSystem::HealthSystem(World* m_World, EventBroker* eventBroker)
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: System(m_World, eventBroker)
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HealthSystem::HealthSystem(SystemParams params)
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: System(params)
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, PureSystem("Health")
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{
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//subscribe/listenTo playerdamage,healthpickup events (using the eventBroker)
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@@ -1,7 +1,7 @@
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#include "Systems/InterpolationSystem.h"
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InterpolationSystem::InterpolationSystem(World* world, EventBroker* eventBroker)
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: System(world, eventBroker)
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InterpolationSystem::InterpolationSystem(SystemParams params)
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: System(params)
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, PureSystem("Transform")
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{
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ConfigFile* config = ResourceManager::Load<ConfigFile>("Config.ini");
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@@ -1,21 +1,6 @@
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#include "Game/Systems/PlayerHUD.h"
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#include "Game/Systems/PlayerHUDSystem.h"
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PlayerHUD::PlayerHUD(World* world, EventBroker* eventBrokerer)
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:System(world, eventBrokerer)
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, m_World(world)
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, m_EventBroker(eventBrokerer)
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{
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}
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PlayerHUD::~PlayerHUD()
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{
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}
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void PlayerHUD::Update(double dt)
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void PlayerHUDSystem::Update(double dt)
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{
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auto healthHUDs = m_World->GetComponents("HealthHUD");
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if (healthHUDs == nullptr) {
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@@ -1,7 +1,7 @@
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#include "Systems/PlayerMovementSystem.h"
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PlayerMovementSystem::PlayerMovementSystem(World* world, EventBroker* eventBroker)
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: System(world, eventBroker)
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PlayerMovementSystem::PlayerMovementSystem(SystemParams params)
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: System(params)
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, PureSystem("Player")
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{
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EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &PlayerMovementSystem::OnPlayerSpawned);
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@@ -1,7 +1,7 @@
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#include "Systems/PlayerSpawnSystem.h"
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PlayerSpawnSystem::PlayerSpawnSystem(World* m_World, EventBroker* eventBroker)
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: System(m_World, eventBroker)
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PlayerSpawnSystem::PlayerSpawnSystem(SystemParams params)
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: System(params)
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{
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EVENT_SUBSCRIBE_MEMBER(m_OnInputCommand, &PlayerSpawnSystem::OnInputCommand);
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EVENT_SUBSCRIBE_MEMBER(m_OnPlayerSpawnerd, &PlayerSpawnSystem::OnPlayerSpawned);
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@@ -1,7 +1,7 @@
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#include "Systems/SpawnerSystem.h"
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SpawnerSystem::SpawnerSystem(World* world, EventBroker* eventBroker)
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: System(world, eventBroker)
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SpawnerSystem::SpawnerSystem(SystemParams params)
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: System(params)
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{
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EVENT_SUBSCRIBE_MEMBER(m_OnSpawnerSpawn, &SpawnerSystem::OnSpawnerSpawn);
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}
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@@ -1,7 +1,7 @@
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#include "Systems/WeaponSystem.h"
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WeaponSystem::WeaponSystem(World* world, EventBroker* eventBroker, IRenderer* renderer)
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: System(world, eventBroker)
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WeaponSystem::WeaponSystem(SystemParams params, IRenderer* renderer)
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: System(params)
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, ImpureSystem()
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, m_Renderer(renderer)
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{
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