TriggerSystem implemented and working.
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@@ -16,7 +16,7 @@ void PlayerSystem::UpdateComponent(World * world, ComponentWrapper & player, dou
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} else {
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m_Direction.x = 0;
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}
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m_EventBroker->Process<PlayerSystem>();
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ComponentWrapper& transform = world->GetComponent(player.EntityID, "Transform");
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(glm::vec3&)player["Velocity"] = m_Speed * float(dt) * m_Direction;
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(glm::vec3&)transform["Position"] += (glm::vec3)player["Velocity"];
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