Ignoring interpolation and rendering for local player entities!

This commit is contained in:
2016-01-23 00:40:18 +01:00
parent 3ac3311c0c
commit 31e7340daf
8 changed files with 113 additions and 23 deletions
+5
View File
@@ -15,6 +15,7 @@
#include "Renderer.h"
#include "PointLightJob.h"
#include "../Core/Transform.h"
#include "../../Game/Events/EPlayerSpawned.h"
class RenderSystem : public ImpureSystem
{
@@ -29,6 +30,7 @@ private:
RenderFrame* m_RenderFrame;
Camera* m_Camera;
EntityWrapper m_CurrentCamera = EntityWrapper::Invalid;
EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
EventRelay<RenderSystem, Events::SetCamera> m_ESetCamera;
bool OnSetCamera(Events::SetCamera &event);
@@ -40,6 +42,9 @@ private:
void fillModels(std::list<std::shared_ptr<RenderJob>>& jobs);
void fillLight(std::list<std::shared_ptr<RenderJob>>& jobs);
EventRelay<RenderSystem, Events::PlayerSpawned> m_EPlayerSpawned;
bool OnPlayerSpawned(Events::PlayerSpawned& e);
};
#endif