Spawner, SpawnPoint and PlayerSpawn components, and base work on their systems
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@@ -7,6 +7,11 @@
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class World;
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struct EntityWrapper
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{
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EntityWrapper()
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: World(nullptr)
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, ID(EntityID_Invalid)
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{ }
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EntityWrapper(::World* world, EntityID id)
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: World(world)
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, ID(id)
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@@ -43,7 +43,7 @@ template <typename ContextType, typename EventType>
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class EventRelay : public BaseEventRelay
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{
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public:
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typedef std::function<bool(const EventType&)> CallbackType;
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typedef std::function<bool(EventType&)> CallbackType;
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EventRelay()
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: m_Callback(nullptr)
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@@ -65,7 +65,7 @@ template <typename ContextType, typename EventType>
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bool EventRelay<ContextType, EventType>::Receive(const std::shared_ptr<Event> event)
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{
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if (m_Callback != nullptr) {
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return m_Callback(*static_cast<const EventType*>(event.get()));
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return m_Callback(*static_cast<EventType*>(event.get()));
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} else {
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return false;
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}
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@@ -34,6 +34,8 @@ public:
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EntityID GetParent(EntityID entity);
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// Change the parent of an entity
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void SetParent(EntityID entity, EntityID parent);
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// Get children of an entity
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const std::pair<std::unordered_multimap<EntityID, EntityID>::const_iterator, std::unordered_multimap<EntityID, EntityID>::const_iterator> GetChildren(EntityID entity);
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// Get all component pools
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const std::unordered_map<std::string, ComponentPool*>& GetComponentPools() const { return m_ComponentPools; }
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// Get the entity children map
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