Removed class PlayerSystem and associated files.
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@@ -78,3 +78,20 @@ bool TriggerSystem::throwLeaveIfWasInTrigger(std::unordered_set<EntityID>& trigg
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return false;
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}
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bool TriggerSystem::OnTouch(const Events::TriggerTouch &event)
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{
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LOG_INFO("Player entity %i touched trigger entity %i.", event.Entity, event.Trigger);
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return true;
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}
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bool TriggerSystem::OnEnter(const Events::TriggerEnter &event)
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{
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LOG_INFO("Player entity %i entered trigger entity %i.", event.Entity, event.Trigger);
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return true;
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}
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bool TriggerSystem::OnLeave(const Events::TriggerLeave &event)
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{
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LOG_INFO("Player entity %i left trigger entity %i.", event.Entity, event.Trigger);
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return true;
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}
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@@ -3,7 +3,6 @@
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#include "Collision/TriggerSystem.h"
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#include "Collision/CollisionSystem.h"
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#include "Systems/RaptorCopterSystem.h"
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#include "Systems/PlayerSystem.h"
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#include "Systems/HealthSystem.h"
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#include "Systems/PlayerMovementSystem.h"
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#include "Systems/SpawnerSystem.h"
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@@ -76,7 +75,6 @@ Game::Game(int argc, char* argv[])
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// All systems with orderlevel 0 will be updated first.
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unsigned int updateOrderLevel = 0;
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m_SystemPipeline->AddSystem<RaptorCopterSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<PlayerSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<EditorSystem>(updateOrderLevel, m_Renderer);
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m_SystemPipeline->AddSystem<HealthSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<PlayerMovementSystem>(updateOrderLevel);
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@@ -1,42 +0,0 @@
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#include "Systems/PlayerSystem.h"
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void PlayerSystem::UpdateComponent(World* world, EntityWrapper& entity, ComponentWrapper& component, double dt)
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{
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component["Velocity"] = glm::vec3(0.f, 0.f, 0.f);
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if ((bool&)component["Forward"] == true) {
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((glm::vec3&)component["Velocity"]).z = m_Speed * float(dt) * -1;
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}
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if ((bool&)component["Left"] == true) {
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((glm::vec3&)component["Velocity"]).x = m_Speed * float(dt) * -1;
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}
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if ((bool&)component["Back"] == true) {
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((glm::vec3&)component["Velocity"]).z = m_Speed * float(dt);
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}
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if ((bool&)component["Right"] == true) {
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((glm::vec3&)component["Velocity"]).x = m_Speed * float(dt);
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}
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if ((glm::vec3)component["Velocity"] != glm::vec3(0.f)) {
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ComponentWrapper& transform = world->GetComponent(component.EntityID, "Transform");
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(glm::vec3&)transform["Position"] += (glm::vec3)component["Velocity"];
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}
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}
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bool PlayerSystem::OnTouch(const Events::TriggerTouch &event)
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{
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LOG_INFO("Player entity %i touched widget (entity %i).", event.Entity, event.Trigger);
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return false;
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}
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bool PlayerSystem::OnEnter(const Events::TriggerEnter &event)
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{
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LOG_INFO("Player entity %i entered widget (entity %i).", event.Entity, event.Trigger);
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return false;
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}
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bool PlayerSystem::OnLeave(const Events::TriggerLeave &event)
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{
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LOG_INFO("Player entity %i left widget (entity %i).", event.Entity, event.Trigger);
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return false;
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}
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