Fade in/out should now work with models and sprites
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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 FadeSystem : public PureSystem
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{
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public:
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FadeSystem(SystemParams params)
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: System(params)
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, PureSystem("Fade")
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{
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}
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cFadeOut, double dt) override;
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private:
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};
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#endif
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