#include "Common.h" #include "Core/System.h" class ExplosionEffectSystem : public PureSystem { public: ExplosionEffectSystem(World* world, EventBroker* eventBroker) : System(world, eventBroker) , PureSystem("ExplosionEffect") { } virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override { 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; //} } };