Added a FloatingEffectSystem to the game. Pickups now move up and down, if so desired.
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#include "Common.h"
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#include "Core/System.h"
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class FloatingEffectSystem : public PureSystem
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{
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public:
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FloatingEffectSystem(SystemParams params)
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: System(params)
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, PureSystem("FloatingEffect")
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{ }
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override
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{
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ComponentWrapper& transform = m_World->GetComponent(component.EntityID, "Transform");
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(double&)component["Time"] += dt;
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//(double)component["Amplitude"] * glm::sin((glm::two_pi<double>() / (double)component["Period"]) * (double)component["Time"]);
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(glm::vec3&)transform["Position"] = (float)(double)component["Amplitude"] * glm::sin((glm::two_pi<float>() / (float)(double)component["Period"]) * (float)(double)component["Time"]) * (glm::vec3)component["Axis"];
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}
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};
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