#include "Systems/PlayerSpawnSystem.h" PlayerSpawnSystem::PlayerSpawnSystem(World* m_World, EventBroker* eventBroker) : System(m_World, eventBroker) { EVENT_SUBSCRIBE_MEMBER(m_OnInputCommand, &PlayerSpawnSystem::OnInputCommand); } void PlayerSpawnSystem::Update(double dt) { auto playerSpawns = m_World->GetComponents("PlayerSpawn"); if (playerSpawns == nullptr) { return; } for (auto& team : m_SpawnRequests) { for (auto& cPlayerSpawn : *playerSpawns) { EntityWrapper spawner(m_World, cPlayerSpawn.EntityID); if (!spawner.HasComponent("Spawner")) { continue; } // If the spawner has a team affiliation, check it if (spawner.HasComponent("Team")) { if ((int)spawner["Team"]["Team"] != team) { continue; } } // Spawn the player! EntityWrapper player = SpawnerSystem::Spawn(spawner); // Set the player team affiliation player["Team"]["Team"] = team; } } m_SpawnRequests.clear(); } bool PlayerSpawnSystem::OnInputCommand(const Events::InputCommand& e) { if (e.Command != "PickTeam") { return false; } if (e.Value != 0) { m_SpawnRequests.push_back((int)e.Value); } return true; }