Started refactoring. Put player walk logic in a designated sound system.
This commit is contained in:
+5
-3
@@ -81,6 +81,7 @@ Game::Game(int argc, char* argv[])
|
||||
|
||||
// All systems with orderlevel 0 will be updated first.
|
||||
unsigned int updateOrderLevel = 0;
|
||||
m_SystemPipeline->AddSystem<SoundSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<RaptorCopterSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<ExplosionEffectSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<HealthSystem>(updateOrderLevel);
|
||||
@@ -91,6 +92,7 @@ Game::Game(int argc, char* argv[])
|
||||
m_SystemPipeline->AddSystem<WeaponSystem>(updateOrderLevel, m_Renderer);
|
||||
m_SystemPipeline->AddSystem<LifetimeSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<CapturePointSystem>(updateOrderLevel);
|
||||
m_SystemPipeline->AddSystem<SoundSystem>(updateOrderLevel);
|
||||
// Populate Octree with collidables
|
||||
++updateOrderLevel;
|
||||
m_SystemPipeline->AddSystem<CollidableOctreeSystem>(updateOrderLevel, m_OctreeCollision, "Collidable");
|
||||
@@ -114,7 +116,7 @@ Game::Game(int argc, char* argv[])
|
||||
}
|
||||
|
||||
// Invoke sound system
|
||||
m_SoundSystem = new SoundSystem(m_World, m_EventBroker, m_Config->Get<bool>("Debug.EditorEnabled", false));
|
||||
//m_SoundManager = new SoundManager(m_World, m_EventBroker, m_Config->Get<bool>("Debug.EditorEnabled", false));
|
||||
|
||||
m_LastTime = glfwGetTime();
|
||||
}
|
||||
@@ -122,7 +124,7 @@ Game::Game(int argc, char* argv[])
|
||||
Game::~Game()
|
||||
{
|
||||
delete m_SystemPipeline;
|
||||
delete m_SoundSystem;
|
||||
//delete m_SoundManager;
|
||||
delete m_OctreeFrustrumCulling;
|
||||
delete m_OctreeCollision;
|
||||
delete m_OctreeTrigger;
|
||||
@@ -157,7 +159,7 @@ void Game::Tick()
|
||||
if (m_IsClientOrServer) {
|
||||
m_ClientOrServer->Update();
|
||||
}
|
||||
m_SoundSystem->Update(dt);
|
||||
//m_SoundManager->Update(dt);
|
||||
|
||||
// Iterate through systems and update world!
|
||||
m_EventBroker->Process<SystemPipeline>();
|
||||
|
||||
Reference in New Issue
Block a user