1 Component added: CapturePoint
1 System added: CapturePointSystem 1 Test added: CapturePointTest added 1 variable in PlayerComponent (TeamNumber) added 2 variables in CapturePoint (CaptureTimer,OwnedBy) CapturePointSystem is now handling 2 events: OnTriggerTouch,OnTriggerLeave Added the CapturePointSystem to Game.cpp
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#ifndef CapturePointSystem_h__
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#define CapturePointSystem_h__
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#include <GLFW/glfw3.h>
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#include <glm/common.hpp>
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#include "Common.h"
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#include "Core/System.h"
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#include "Engine/Collision/ETrigger.h"
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#include <tuple>
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#include <vector>
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class CapturePointSystem : public PureSystem
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{
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public:
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//TODO: on new map, destroy all info in the vectors
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CapturePointSystem(EventBroker* eventBroker);
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//updatecomponent
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virtual void UpdateComponent(World* world, ComponentWrapper& capturePoint, double dt) override;
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private:
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//methods which will take care of specific events
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EventRelay<CapturePointSystem, Events::TriggerTouch> m_ETriggerTouch;
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bool CapturePointSystem::OnTriggerTouch(const Events::TriggerTouch& e);
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EventRelay<CapturePointSystem, Events::TriggerLeave> m_ETriggerLeave;
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bool CapturePointSystem::OnTriggerLeave(const Events::TriggerLeave& e);
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//vectors which will keep track of enter/leave changes
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std::vector<std::tuple<EntityID, EntityID>> m_ETriggerTouchVector;
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std::vector<std::tuple<EntityID, EntityID>> m_ETriggerLeaveVector;
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};
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#endif
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