Added support for "Impure" systems, which only update once per frame and contain their own logic for manipulating the world, instead of relying on a single list of components.
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@@ -1,16 +1,14 @@
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#include "Common.h"
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#include "Core/System.h"
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class RaptorCopterSystem : public System
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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, "RaptorCopter")
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: PureSystem(eventBroker, "RaptorCopter")
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{ }
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virtual void Initialize() { }
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virtual void Update(World* world, ComponentWrapper& raptorCopter, double dt) override
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virtual void UpdateComponent(World* world, ComponentWrapper& raptorCopter, double dt) override
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{
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ComponentWrapper& transform = world->GetComponent(raptorCopter.EntityID, "Transform");
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(glm::vec3&)transform["Orientation"] += (float)(double)raptorCopter["Speed"] * (float)dt * (glm::vec3)raptorCopter["Axis"];
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