Fade in/out should now work with models and sprites
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@@ -68,7 +68,7 @@ protected:
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const std::string m_ComponentType;
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& scoreScreen, double dt) = 0;
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cFade, double dt) = 0;
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};
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class ImpureSystem : public virtual System
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@@ -1,14 +1,15 @@
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#ifndef FadeOutSystem_h__
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#define FadeOutSystem_h__
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#ifndef FadeSystem_h__
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#define FadeSystem_h__
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#include "Core/System.h"
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#include "GLM.h"
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class FadeOutSystem : public PureSystem
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class FadeSystem : public PureSystem
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{
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public:
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FadeOutSystem(SystemParams params)
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FadeSystem(SystemParams params)
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: System(params)
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, PureSystem("FadeOut")
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, PureSystem("Fade")
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{
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}
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