SystemPipeline should update systems in order depending on input update priority in AddSystem.

This commit is contained in:
William Moberg
2015-12-18 15:33:25 +01:00
parent 7dcd75fccc
commit de8461e257
2 changed files with 49 additions and 33 deletions
+9 -5
View File
@@ -52,11 +52,15 @@ Game::Game(int argc, char* argv[])
// Create system pipeline
m_SystemPipeline = new SystemPipeline(m_EventBroker);
m_SystemPipeline->AddSystem<RaptorCopterSystem>();
m_SystemPipeline->AddSystem<PlayerSystem>();
m_SystemPipeline->AddSystem<EditorSystem>(m_Renderer);
m_SystemPipeline->AddSystem<CollisionSystem>();
m_SystemPipeline->AddSystem<TriggerSystem>();
unsigned int updateOrderPriority = 0;
m_SystemPipeline->AddSystem<RaptorCopterSystem>(updateOrderPriority);
m_SystemPipeline->AddSystem<PlayerSystem>(updateOrderPriority);
m_SystemPipeline->AddSystem<EditorSystem>(updateOrderPriority, m_Renderer);
//Collision and TriggerSystem should update after player.
++updateOrderPriority;
m_SystemPipeline->AddSystem<CollisionSystem>(updateOrderPriority);
m_SystemPipeline->AddSystem<TriggerSystem>(updateOrderPriority);
m_LastTime = glfwGetTime();