Promoted SpawnerSystem to Engine
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@@ -0,0 +1,18 @@
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#ifndef ESpawnerSpawn_h__
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#define ESpawnerSpawn_h__
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#include "Core/Event.h"
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#include "Core/EntityWrapper.h"
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namespace Events
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{
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struct SpawnerSpawn : Event
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{
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EntityWrapper Spawner;
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EntityWrapper Parent;
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};
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}
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#endif
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@@ -0,0 +1,29 @@
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#ifndef SpawnerSystem_h__
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#define SpawnerSystem_h__
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#include <random>
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#include "Common.h"
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#include "GLM.h"
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#include "Core/System.h"
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#include "Core/ESpawnerSpawn.h"
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#include "Core/Transform.h"
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#include "Core/EntityFile.h"
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class SpawnerSystem : public System
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{
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public:
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SpawnerSystem(SystemParams params);
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// If dontCollideComponent is set, to e.g. "Player", then all the spawner
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// will try to pick a spawn location so that the spawned entity doesn't
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// collide with anything that has that component and is collidable.
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static EntityWrapper Spawn(EntityWrapper spawner, EntityWrapper parent = EntityWrapper::Invalid, const std::string& dontCollideComponent = "");
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private:
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EventRelay<SpawnerSystem, Events::SpawnerSpawn> m_OnSpawnerSpawn;
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bool OnSpawnerSpawn(Events::SpawnerSpawn& e);
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static void transformEntityToSpawnPoint(EntityWrapper spawnedEntity, EntityWrapper spawnPoint);
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static bool spawnedEntityIsColliding(EntityWrapper spawnedEntity, EntityWrapper spawnPoint, const std::string& dontCollideComponent);
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};
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#endif
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@@ -22,7 +22,7 @@
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#include "../Core/ELockMouse.h"
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#include "../Core/EFileDropped.h"
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#include "../Rendering/Texture.h"
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#include "Game/Events/ESpawnerSpawn.h"
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#include "../Core/ESpawnerSpawn.h"
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class EditorGUI
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{
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