Turned the Transform namespace into TransformSystem so it would be able to subscribe to EntityDeleted and clean up after itself

This commit is contained in:
2016-03-13 00:55:53 +01:00
parent f6113b9d9c
commit a1fda82d3a
31 changed files with 311 additions and 128 deletions
@@ -233,8 +233,8 @@ void DefenderWeaponBehaviour::fireShell(ComponentWrapper cWeapon, WeaponInfo& wi
if (weaponModelEntity.Valid()) {
EntityWrapper spawner = weaponModelEntity.FirstChildByName("WeaponMuzzle");
for (auto& angles : pelletAngles) {
glm::vec3 direction = Transform::AbsoluteOrientation(spawner) * glm::quat(glm::vec3(angles, 0.f)) * glm::vec3(0, 0, -1);
float distance = traceRayDistance(Transform::AbsolutePosition(spawner), direction);
glm::vec3 direction = TransformSystem::AbsoluteOrientation(spawner) * glm::quat(glm::vec3(angles, 0.f)) * glm::vec3(0, 0, -1);
float distance = traceRayDistance(TransformSystem::AbsolutePosition(spawner), direction);
EntityWrapper ray = SpawnerSystem::Spawn(spawner);
((Field<glm::vec3>)ray["Transform"]["Scale"]).z(distance / 100.f);
Field<glm::vec3> orientation = ray["Transform"]["Orientation"];
@@ -274,7 +274,7 @@ void DefenderWeaponBehaviour::dealDamage(ComponentWrapper cWeapon, WeaponInfo& w
glm::vec3 maxRange = direction * 2.f;
EntityWrapper camera = wi.Player.FirstChildByName("Camera");
glm::vec3 cameraPosition = Transform::AbsolutePosition(camera);
glm::vec3 cameraPosition = TransformSystem::AbsolutePosition(camera);
if (!camera.Valid()) {
return;
}