Merge remote-tracking branch 'origin/master' into TextRendering
# Conflicts: # include/Engine/Rendering/RenderSystem.h # src/Engine/Rendering/RenderSystem.cpp
This commit is contained in:
@@ -17,10 +17,10 @@ class CapturePointSystem : public PureSystem
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{
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public:
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//WARNING: on new map, destroy all info in the vectors, as well as reset all variables (just make new?)
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CapturePointSystem(EventBroker* eventBroker);
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CapturePointSystem(World* world, EventBroker* eventBroker);
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//updatecomponent
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virtual void UpdateComponent(World* world, EntityWrapper& entity, ComponentWrapper& capturePoint, double dt) override;
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virtual void UpdateComponent(EntityWrapper& entity, 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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@@ -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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@@ -25,14 +25,14 @@ class InterpolationSystem : public PureSystem
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double interpolationTime;
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};
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public:
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InterpolationSystem(EventBroker* eventBroker)
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: System(eventBroker)
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InterpolationSystem(World* world, EventBroker* eventBroker)
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: System(world, eventBroker)
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, PureSystem("Transform")
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{
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EVENT_SUBSCRIBE_MEMBER(m_EInterpolate, &InterpolationSystem::OnInterpolate);
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}
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~InterpolationSystem() { }
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virtual void UpdateComponent(World* world, EntityWrapper& entity, ComponentWrapper& transform, double dt) override;
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& transform, double dt) override;
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private:
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std::unordered_map<EntityID, Transform> m_NextTransform;
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std::unordered_map<EntityID, Transform> m_LastReceivedTransform;
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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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@@ -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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@@ -0,0 +1,38 @@
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#ifndef WeaponSystem_h__
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#define WeaponSystem_h__
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//#include <GLFW/glfw3.h>
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//#include <glm/common.hpp>
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#include "Rendering/IRenderer.h"
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#include "Common.h"
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#include "Core/System.h"
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#include "Core/EPlayerDamage.h"
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#include "Core/EShoot.h"
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#include "Input/EInputCommand.h"
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#include <tuple>
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#include <vector>
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class WeaponSystem : public ImpureSystem
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{
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public:
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WeaponSystem(World* world, EventBroker* eventBroker, IRenderer* renderer);
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virtual void Update(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<WeaponSystem, Events::Shoot> m_EShoot;
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bool WeaponSystem::OnShoot(const Events::Shoot& e);
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EventRelay<WeaponSystem, Events::InputCommand> m_EInputCommand;
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bool WeaponSystem::OnInputCommand(const Events::InputCommand& e);
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IRenderer* m_Renderer;
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std::vector<std::tuple<EntityID, glm::vec2>> m_EShootVector;
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};
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#endif
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