#include "Common.h" #include "GLM.h" #include "Core/System.h" #include "Core/EPlayerSpawned.h" #include "Input/FirstPersonInputController.h" #include #include "Events/EDoubleJump.h" 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); };