#include "Common.h" #include "GLM.h" #include "Core/System.h" #include "Core/EPlayerSpawned.h" #include "Input/FirstPersonInputController.h" #include class PlayerMovementSystem : public ImpureSystem, PureSystem { public: PlayerMovementSystem(World* world, EventBroker* eventBroker); ~PlayerMovementSystem(); virtual void Update(double dt) override; virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt); private: // State std::unordered_map*> m_PlayerInputControllers; EventRelay m_EPlayerSpawned; bool OnPlayerSpawned(Events::PlayerSpawned& e); double m_AssaultDashDoubleTapDeltaTime = 0.0f; double m_AssaultDashCoolDownTimer = 0.0f; double m_AssaultDashCoolDownMaxTimer = 3.0f; ImGuiKey m_AssaultDashDoubleTapLastKey = ImGuiKey_Escape; const float m_AssaultDashDoubleTapSensitivityTimer = 0.25f; enum class AssaultDashDirection { Left, Right, None }; AssaultDashDirection m_AssaultDashTapDirection = AssaultDashDirection::None; bool m_AssaultDashDoubleTapped = false; bool m_PlayerIsDashing = false; void assaultDashCheck(glm::vec3 controllerMovement, double dt, bool isJumping); };