#ifndef PlayerSystem_h__ #define PlayerSystem_h__ #include #include #include "Common.h" #include "Core/System.h" #include "Collision/ETrigger.h" class PlayerSystem : public PureSystem { public: PlayerSystem(World* world, EventBroker* eventBroker) : System(world, eventBroker) , PureSystem("Player") { EVENT_SUBSCRIBE_MEMBER(m_ETouch, &PlayerSystem::OnTouch); EVENT_SUBSCRIBE_MEMBER(m_EEnter, &PlayerSystem::OnEnter); EVENT_SUBSCRIBE_MEMBER(m_ELeave, &PlayerSystem::OnLeave); } virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override; private: float m_Speed = 5; EventRelay m_EEnter; bool OnEnter(const Events::TriggerEnter &event); EventRelay m_ETouch; bool PlayerSystem::OnTouch(const Events::TriggerTouch &event); EventRelay m_ELeave; bool PlayerSystem::OnLeave(const Events::TriggerLeave &event); }; #endif