Files
axyz/include/Game/Systems/DamageIndicatorSystem.h
T

50 lines
1.4 KiB
C++

#ifndef DamageIndicatorSystem_h__
#define DamageIndicatorSystem_h__
#include "Core/System.h"
#include "Core/Transform.h"
#include "Core/ResourceManager.h"
#include "Core/EntityFileParser.h"
#include "Core/EPlayerDamage.h"
#include "Common.h"
#include <tuple>
#include "Rendering/ESetCamera.h"
#include <glm/gtc/quaternion.hpp>
#include <glm/gtx/vector_angle.hpp>
#include "Rendering/Util/CommonFunctions.h"
//#define INDICATOR_TEST
class DamageIndicatorSystem : public ImpureSystem
{
public:
DamageIndicatorSystem(SystemParams params);
virtual void Update(double dt) override;
private:
EventRelay<DamageIndicatorSystem, Events::PlayerDamage> m_EPlayerDamage;
bool OnPlayerDamage(Events::PlayerDamage& e);
EventRelay<DamageIndicatorSystem, Events::SetCamera> m_ESetCamera;
bool OnSetCamera(const Events::SetCamera& e);
EntityID m_CurrentCamera = -1;
struct DamageIndicatorStruct {
EntityWrapper spriteEntity;
glm::vec3 enemyPosition;
DamageIndicatorStruct(EntityWrapper sprite, glm::vec3 pos)
: spriteEntity(sprite)
, enemyPosition(pos) {}
};
std::vector<DamageIndicatorStruct> updateDamageIndicatorVector;
float CalculateAngle(EntityWrapper player, glm::vec3 enemyPos);
//for tests
#ifdef INDICATOR_TEST
glm::vec3 DamageIndicatorTest(EntityWrapper player);
int m_TestVar = 0;
#endif
};
#endif