Renamed vars and added some comments.

This commit is contained in:
William Moberg
2016-01-07 10:28:18 +01:00
parent de8461e257
commit fa8775a72e
3 changed files with 14 additions and 13 deletions
+5 -4
View File
@@ -24,12 +24,13 @@ public:
}
template <typename T, typename... Arguments>
void AddSystem(int updateOrderPriority, Arguments... args)
//All systems with orderlevel 0 will be updated first, then 1, 2, etc.
void AddSystem(int updateOrderLevel, Arguments... args)
{
if (updateOrderPriority + 1 > m_OrderedSystemGroups.size()) {
m_OrderedSystemGroups.resize(updateOrderPriority + 1);
if (updateOrderLevel + 1 > m_OrderedSystemGroups.size()) {
m_OrderedSystemGroups.resize(updateOrderLevel + 1);
}
UnorderedSystems& group = m_OrderedSystemGroups[updateOrderPriority];
UnorderedSystems& group = m_OrderedSystemGroups[updateOrderLevel];
System* system = new T(m_EventBroker, args...);
group.Systems[typeid(T).name()] = system;
-2
View File
@@ -4,8 +4,6 @@
void CollisionSystem::UpdateComponent(World * world, ComponentWrapper & cAABB, double dt)
{
//TODO: Update CollisionSystem system after PlayerSystem.
//Right now, cAABB is a component attached to any entity that should be collideable.
AABB thisBox;
if (!Collision::GetEntityBox(world, cAABB, thisBox)) {
+9 -7
View File
@@ -52,15 +52,17 @@ Game::Game(int argc, char* argv[])
// Create system pipeline
m_SystemPipeline = new SystemPipeline(m_EventBroker);
unsigned int updateOrderPriority = 0;
m_SystemPipeline->AddSystem<RaptorCopterSystem>(updateOrderPriority);
m_SystemPipeline->AddSystem<PlayerSystem>(updateOrderPriority);
m_SystemPipeline->AddSystem<EditorSystem>(updateOrderPriority, m_Renderer);
//All systems with orderlevel 0 will be updated first.
unsigned int updateOrderLevel = 0;
m_SystemPipeline->AddSystem<RaptorCopterSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<PlayerSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<EditorSystem>(updateOrderLevel, m_Renderer);
//Collision and TriggerSystem should update after player.
++updateOrderPriority;
m_SystemPipeline->AddSystem<CollisionSystem>(updateOrderPriority);
m_SystemPipeline->AddSystem<TriggerSystem>(updateOrderPriority);
++updateOrderLevel;
m_SystemPipeline->AddSystem<CollisionSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<TriggerSystem>(updateOrderLevel);
m_LastTime = glfwGetTime();