Files
axyz/src/Engine/Core/RespawnSystem.cpp
T

55 lines
1.3 KiB
C++

#include "Core/RespawnSystem.h"
RespawnSystem::RespawnSystem(SystemParams params)
: System(params)
, PureSystem("Respawn")
{
EVENT_SUBSCRIBE_MEMBER(m_EEntityDeleted, &RespawnSystem::OnEntityDeleted);
EVENT_SUBSCRIBE_MEMBER(m_EPause, &RespawnSystem::OnPause);
EVENT_SUBSCRIBE_MEMBER(m_EResume, &RespawnSystem::OnResume);
}
void RespawnSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cRespawn, double dt)
{
if (m_Paused) {
return;
}
if (!entity.HasComponent("Spawner")) {
return;
}
EntityWrapper& lastRespawnedEntity = m_LastRespawnedEntity[entity];
if (!lastRespawnedEntity.Valid()) {
double& _respawnCountdown = cRespawn["_RespawnCountdown"];
_respawnCountdown -= dt;
if (_respawnCountdown <= 0) {
lastRespawnedEntity = SpawnerSystem::Spawn(entity, entity);
_respawnCountdown = cRespawn["Delay"];
}
}
}
bool RespawnSystem::OnEntityDeleted(const Events::EntityDeleted& e)
{
m_LastRespawnedEntity.erase(e.DeletedEntity);
return true;
}
bool RespawnSystem::OnPause(const Events::Pause& e)
{
if (e.World == m_World) {
m_Paused = true;
}
return true;
}
bool RespawnSystem::OnResume(const Events::Resume& e)
{
if (e.World == m_World) {
m_Paused = false;
}
return true;
}