#ifndef CapturePointHUDSystem_h__ #define CapturePointHUDSystem_h__ #include #include #include #include "Common.h" #include "Core/System.h" #include "Engine/Collision/ETrigger.h" class CapturePointHUDSystem : public ImpureSystem { public: CapturePointHUDSystem(World* world, EventBroker* eventBroker); virtual void Update(double dt) override; private: //methods which will take care of specific events /* EventRelay m_ETriggerTouch; bool CapturePointSystem::OnTriggerTouch(const Events::TriggerTouch& e); EventRelay m_ETriggerLeave; bool CapturePointSystem::OnTriggerLeave(const Events::TriggerLeave& e); EventRelay m_ECaptured; bool CapturePointSystem::OnCaptured(const Events::Captured& e);*/ //bool m_WinnerWasFound = false; ////need to track these variables for the captureSystem to work as per design! //const int m_NotACapturePoint = 999; //int m_RedTeamNextPossibleCapturePoint = m_NotACapturePoint; //int m_BlueTeamNextPossibleCapturePoint = m_NotACapturePoint; //int m_RedTeamHomeCapturePoint = m_NotACapturePoint; //int m_BlueTeamHomeCapturePoint = m_NotACapturePoint; //int m_NumberOfCapturePoints = 0; //std::map m_CapturePointNumberToEntityMap; ////std::vector //const double m_CaptureTimeToTakeOver = 15.0; //bool m_ResetTimers = false; ////vectors which will keep track of enter/leave changes //std::vector> m_ETriggerTouchVector; //std::vector> m_ETriggerLeaveVector; }; #endif