AnimationSystem base WIP
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#ifndef AnimationSystem_h__
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#define AnimationSystem_h__
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#include "GLM.h"
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#include "Common.h"
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#include "Core/System.h"
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#include "Core/ResourceManager.h"
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#include "Rendering/Model.h"
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#include "Rendering/EAnimationComplete.h"
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class AnimationSystem : public PureSystem
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{
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public:
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AnimationSystem(World* world, EventBroker* eventBroker)
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: System(world, eventBroker)
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, PureSystem("Animation")
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{
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}
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~AnimationSystem() { }
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& animationComponent, double dt) override;
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private:
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};
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#endif
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@@ -0,0 +1,18 @@
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#ifndef Events_AnimationComplete_h__
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#define Events_AnimationComplete_h__
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#include "../Core/EventBroker.h"
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#include "../Core/EntityWrapper.h"
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namespace Events
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{
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struct AnimationComplete : Event
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{
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EntityWrapper Entity;
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std::string Name;
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};
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}
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#endif
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