Basic movement and camera management between players and editor
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@@ -1,14 +1,22 @@
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#include "Common.h"
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#include "GLM.h"
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#include "Core/System.h"
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#include "Events/EPlayerSpawned.h"
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#include "Input/FirstPersonInputController.h"
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class PlayerMovementSystem : public PureSystem
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class PlayerMovementSystem : public ImpureSystem, PureSystem
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{
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public:
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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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PlayerMovementSystem(World* world, EventBroker* eventBroker);
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~PlayerMovementSystem();
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virtual void Update(double dt) override;
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt);
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private:
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// State
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std::unordered_map<EntityWrapper, FirstPersonInputController<PlayerMovementSystem>*> m_PlayerInputControllers;
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EventRelay<PlayerMovementSystem, Events::PlayerSpawned> m_EPlayerSpawned;
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bool OnPlayerSpawned(Events::PlayerSpawned& e);
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};
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