59be714fdc
1 System added: CapturePointSystem 1 Test added: CapturePointTest added 1 variable in PlayerComponent (TeamNumber) added 2 variables in CapturePoint (CaptureTimer,OwnedBy) CapturePointSystem is now handling 2 events: OnTriggerTouch,OnTriggerLeave Added the CapturePointSystem to Game.cpp
35 lines
1.1 KiB
C++
35 lines
1.1 KiB
C++
#ifndef CapturePointSystem_h__
|
|
#define CapturePointSystem_h__
|
|
|
|
#include <GLFW/glfw3.h>
|
|
#include <glm/common.hpp>
|
|
|
|
#include "Common.h"
|
|
#include "Core/System.h"
|
|
#include "Engine/Collision/ETrigger.h"
|
|
|
|
#include <tuple>
|
|
#include <vector>
|
|
|
|
class CapturePointSystem : public PureSystem
|
|
{
|
|
public:
|
|
//TODO: on new map, destroy all info in the vectors
|
|
CapturePointSystem(EventBroker* eventBroker);
|
|
|
|
//updatecomponent
|
|
virtual void UpdateComponent(World* world, ComponentWrapper& capturePoint, double dt) override;
|
|
|
|
private:
|
|
//methods which will take care of specific events
|
|
EventRelay<CapturePointSystem, Events::TriggerTouch> m_ETriggerTouch;
|
|
bool CapturePointSystem::OnTriggerTouch(const Events::TriggerTouch& e);
|
|
EventRelay<CapturePointSystem, Events::TriggerLeave> m_ETriggerLeave;
|
|
bool CapturePointSystem::OnTriggerLeave(const Events::TriggerLeave& e);
|
|
|
|
//vectors which will keep track of enter/leave changes
|
|
std::vector<std::tuple<EntityID, EntityID>> m_ETriggerTouchVector;
|
|
std::vector<std::tuple<EntityID, EntityID>> m_ETriggerLeaveVector;
|
|
};
|
|
|
|
#endif |