#include "Common.h" #include "Core/System.h" class ExplosionEffectSystem : public PureSystem { public: ExplosionEffectSystem(EventBroker* eventBroker) : PureSystem(eventBroker, "ExplosionEffect") { } virtual void UpdateComponent(World* world, ComponentWrapper& object, double dt) override { ComponentWrapper& Component = world->GetComponent(object.EntityID, "ExplosionEffect"); if ((double)Component["TimeSinceDeath"] > (double)Component["ExplosionDuration"]) { (double)Component["TimeSinceDeath"] = 0.f; } (double&)Component["TimeSinceDeath"] += dt; //if ((bool)Component["Gravity"] == true) { // (bool)Component["ExponentialAccelaration"] = false; //} } };