#include "Systems/ExplosionEffectSystem.h" void ExplosionEffectSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) { double& delay = (double)component["Delay"]; if (delay > 0) { delay = std::max(0.0, delay - dt); } if (delay <= 0) { double& timeSinceDeath = component["TimeSinceDeath"]; timeSinceDeath += (double)component["Speed"] * dt; if (timeSinceDeath < 0 || timeSinceDeath > (double)component["ExplosionDuration"]) { timeSinceDeath = 0.0; } } }