Changed System to take World through constructor and store it instead, cause it makes more sense.
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@@ -16,10 +16,10 @@
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class HealthSystem : public PureSystem
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{
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public:
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HealthSystem(EventBroker* eventBroker);
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HealthSystem(World* world, EventBroker* eventBroker);
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//updatecomponent
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virtual void UpdateComponent(World* world, EntityWrapper& entity, ComponentWrapper& component, double dt) override;
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override;
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private:
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//methods which will take care of specific events
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@@ -5,10 +5,10 @@
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class PlayerMovementSystem : public PureSystem
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{
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public:
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PlayerMovementSystem(EventBroker* eventBroker)
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: System(eventBroker)
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PlayerMovementSystem(World* world, EventBroker* eventBroker)
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: System(world, eventBroker)
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, PureSystem("Player")
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{ }
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virtual void UpdateComponent(World* world, EntityWrapper& entity, ComponentWrapper& component, double dt);
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt);
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};
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@@ -6,9 +6,9 @@
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class PlayerSpawnSystem : public ImpureSystem
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{
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public:
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PlayerSpawnSystem(EventBroker* eventBroker);
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PlayerSpawnSystem(World* world, EventBroker* eventBroker);
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virtual void Update(World* world, double dt) override;
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virtual void Update(double dt) override;
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private:
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EventRelay<PlayerSpawnSystem, Events::InputCommand> m_OnInputCommand;
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@@ -11,8 +11,8 @@
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class PlayerSystem : public PureSystem
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{
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public:
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PlayerSystem(EventBroker* eventBroker)
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: System(eventBroker)
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PlayerSystem(World* world, EventBroker* eventBroker)
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: System(world, eventBroker)
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, PureSystem("Player")
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{
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EVENT_SUBSCRIBE_MEMBER(m_ETouch, &PlayerSystem::OnTouch);
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@@ -20,7 +20,7 @@ public:
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EVENT_SUBSCRIBE_MEMBER(m_ELeave, &PlayerSystem::OnLeave);
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}
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virtual void UpdateComponent(World* world, EntityWrapper& entity, ComponentWrapper& component, double dt) override;
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override;
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private:
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float m_Speed = 5;
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EventRelay<PlayerSystem, Events::TriggerEnter> m_EEnter;
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@@ -4,14 +4,14 @@
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class RaptorCopterSystem : public PureSystem
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{
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public:
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RaptorCopterSystem(EventBroker* eventBroker)
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: System(eventBroker)
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RaptorCopterSystem(World* world, EventBroker* eventBroker)
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: System(world, eventBroker)
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, PureSystem("RaptorCopter")
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{ }
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virtual void UpdateComponent(World* world, EntityWrapper& entity, ComponentWrapper& component, double dt) override
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override
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{
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ComponentWrapper& transform = world->GetComponent(component.EntityID, "Transform");
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ComponentWrapper& transform = m_World->GetComponent(component.EntityID, "Transform");
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(glm::vec3&)transform["Orientation"] += (float)(double)component["Speed"] * (float)dt * (glm::vec3)component["Axis"];
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}
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};
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@@ -13,7 +13,7 @@
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class SpawnerSystem : public System
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{
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public:
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SpawnerSystem(EventBroker* eventBroker);
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SpawnerSystem(World* world, EventBroker* eventBroker);
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static EntityWrapper Spawn(EntityWrapper spawner, EntityWrapper parent = EntityWrapper::Invalid);
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