195 lines
8.8 KiB
C++
195 lines
8.8 KiB
C++
#include "GameWorld.h"
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void GameWorld::Initialize()
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{
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World::Initialize();
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std::shared_ptr<Components::Transform> transform;
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std::shared_ptr<Components::Model> model;
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std::shared_ptr<Components::PointLight> pointLight;
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std::shared_ptr<Components::Camera> camera;
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std::shared_ptr<Components::Bounds> bounds;
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std::shared_ptr<Components::Collision> collision;
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std::shared_ptr<Components::SoundEmitter> soundEmitter;
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EntityID ent;
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// Fucking lights
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/*ent = CreateEntity();
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transform = AddComponent<Components::Transform>(ent, "Transform");
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transform->Position = glm::vec3(0.f, 7.f, 0.f);
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pointLight = AddComponent<Components::PointLight>(ent, "PointLight");
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pointLight->Specular = glm::vec3(1.0, 1.0, 1.0);
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pointLight->Diffuse = glm::vec3(0.0, 0.0, 5.0);
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pointLight->constantAttenuation = 0.f;
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pointLight->linearAttenuation = 1.f;
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pointLight->quadraticAttenuation = 0.f;
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pointLight->spotExponent = 0.0f;
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model = AddComponent<Components::Model>(ent, "Model");
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model->ModelFile = "Models/sphere.obj";
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ent = CreateEntity();
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transform = AddComponent<Components::Transform>(ent, "Transform");
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transform->Position = glm::vec3(10.f, 7.f, 0.f);
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pointLight = AddComponent<Components::PointLight>(ent, "PointLight");
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pointLight->Specular = glm::vec3(1.0, 1.0, 1.0);
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pointLight->Diffuse = glm::vec3(0.0, 5.0, 0.0);
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pointLight->constantAttenuation = 0.f;
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pointLight->linearAttenuation = 1.f;
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pointLight->quadraticAttenuation = 0.f;
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pointLight->spotExponent = 0.0f;
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model = AddComponent<Components::Model>(ent, "Model");
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model->ModelFile = "Models/sphere.obj";*/
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auto sun = CreateEntity();
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SetProperty(sun, "Name", std::string("Sun"));
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transform = AddComponent<Components::Transform>(sun, "Transform");
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transform->Position = glm::vec3(0.f, 100.f, 30.f);
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AddComponent<Components::Input>(sun, "Input");
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pointLight = AddComponent<Components::PointLight>(sun, "PointLight");
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pointLight->Specular = glm::vec3(1.0, 1.0, 1.0);
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pointLight->Diffuse = glm::vec3(1.0, 0.45, 0.0);
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pointLight->constantAttenuation = 0.009f;
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pointLight->linearAttenuation = -0.0177f;
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pointLight->quadraticAttenuation = 0.00043f;
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pointLight->spotExponent = 0.0f;
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model = AddComponent<Components::Model>(sun, "Model");
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model->ModelFile = "Models/sphere.obj";
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//ground
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auto ground = CreateEntity();
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transform = AddComponent<Components::Transform>(ground, "Transform");
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transform->Position = glm::vec3(0.f, 0.f, 0.f);
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model = AddComponent<Components::Model>(ground, "Model");
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model->ModelFile = "Models/plane.obj";
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// Camera
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entcamera = CreateEntity();
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SetProperty(entcamera, "Name", std::string("Camera"));
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transform = AddComponent<Components::Transform>(entcamera, "Transform");
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AddComponent<Components::Input>(entcamera, "Input");
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transform->Position = glm::vec3(0.f, 10.f, 14.f);
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camera = AddComponent<Components::Camera>(entcamera, "Camera");
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camera->FOV = glm::radians(45.f);
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camera->FarClip = 1000.f;
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camera->NearClip = 0.01f;
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transform->Orientation = glm::angleAxis<float>(glm::radians(15.0f),glm::vec3(1,0,0));
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// Player
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m_Player = CreateEntity();
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SetProperty(m_Player, "Name", std::string("Player"));
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SetProperty(m_Player, "Camera", entcamera);
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SetProperty(m_Player, "Ground", ground);
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SetProperty(m_Player, "Sun", sun);
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transform = AddComponent<Components::Transform>(m_Player, "Transform");
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transform->Position = glm::vec3(0.f, 2.f, -5.f);
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transform->Velocity = glm::vec3(10.f, 0.f, 100.f);
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transform->Scale = glm::vec3(1.0f);
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model = AddComponent<Components::Model>(m_Player, "Model");
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model->ModelFile = "Models/ship.obj";
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model->ShadowCaster = false;
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AddComponent<Components::Input>(m_Player, "Input");
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collision = AddComponent<Components::Collision>(m_Player, "Collision");
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collision->Phantom = false;
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collision->Interested = true;
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bounds = AddComponent<Components::Bounds>(m_Player, "Bounds");
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bounds->Origin = glm::vec3(0, 0, 2.f);
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bounds->VolumeVector = glm::vec3(2.7f, 0.7f, 1);
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soundEmitter = AddComponent<Components::SoundEmitter>(m_Player, "SoundEmitter");
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soundEmitter->Gain = 2.5f;
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// Player light
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auto playerLight = CreateEntity(m_Player);
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SetProperty(m_Player, "LightLeft", playerLight);
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transform = AddComponent<Components::Transform>(playerLight, "Transform");
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transform->Position = glm::vec3(1.5f, 0.25f, 2.5f);
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pointLight = AddComponent<Components::PointLight>(playerLight, "PointLight");
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pointLight->Specular = glm::vec3(0.1f, 0.1f, 0.1f);
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pointLight->Diffuse = glm::vec3(0.05f, 0.36f, 1.f);
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pointLight->constantAttenuation = 0.f;
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pointLight->linearAttenuation = 0.9f;
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pointLight->quadraticAttenuation = 0.f;
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pointLight->spotExponent = 0.0f;
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bounds = AddComponent<Components::Bounds>(playerLight, "Bounds");
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bounds->VolumeVector = glm::vec3(0.5f);
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playerLight = CreateEntity(m_Player);
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SetProperty(m_Player, "LightRight", playerLight);
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transform = AddComponent<Components::Transform>(playerLight, "Transform");
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transform->Position = glm::vec3(-1.5f, 0.25f, 2.5f);
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pointLight = AddComponent<Components::PointLight>(playerLight, "PointLight");
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pointLight->Specular = glm::vec3(0.1f, 0.1f, 0.1f);
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pointLight->Diffuse = glm::vec3(0.05f, 0.36f, 1.f);
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pointLight->constantAttenuation = 0.f;
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pointLight->linearAttenuation = 0.9f;
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pointLight->quadraticAttenuation = 0.f;
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pointLight->spotExponent = 0.0f;
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bounds = AddComponent<Components::Bounds>(playerLight, "Bounds");
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bounds->VolumeVector = glm::vec3(0.5f);
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playerLight = CreateEntity(m_Player);
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transform = AddComponent<Components::Transform>(playerLight, "Transform");
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transform->Position = glm::vec3(0.0f, 2.0f, 2.5f);
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pointLight = AddComponent<Components::PointLight>(playerLight, "PointLight");
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pointLight->Specular = glm::vec3(0.1f, 0.1f, 0.1f);
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pointLight->Diffuse = glm::vec3(0.05f, 0.36f, 1.f);
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pointLight->constantAttenuation = 0.f;
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pointLight->linearAttenuation = 1.0f;
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pointLight->quadraticAttenuation = 0.f;
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pointLight->spotExponent = 0.0f;
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bounds = AddComponent<Components::Bounds>(playerLight, "Bounds");
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bounds->VolumeVector = glm::vec3(0.5f);
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/*ent = CreateEntity();
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transform = AddComponent<Components::Transform>(ent, "Transform");
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transform->Position = glm::vec3(10.f, 4.f, 0.f);
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model = AddComponent<Components::Model>(ent, "Model");
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model->ModelFile = "Models/ship.obj";
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collision = AddComponent<Components::Collision>(player2, "Collision");
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collision->Phantom = false;
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bounds = AddComponent<Components::Bounds>(player2, "Bounds");
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bounds->Origin = transform->Position;
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bounds->VolumeVector = glm::vec3(2.f,2.f,2.f);*/
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}
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void GameWorld::Update(double dt)
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{
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World::Update(dt);
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}
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void GameWorld::RegisterComponents()
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{
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m_ComponentFactory.Register("Bounds", []() { return new Components::Bounds(); });
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m_ComponentFactory.Register("Camera", []() { return new Components::Camera(); });
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m_ComponentFactory.Register("Collision", []() { return new Components::Collision(); });
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m_ComponentFactory.Register("DirectionalLight", []() { return new Components::DirectionalLight(); });
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m_ComponentFactory.Register("Input", []() { return new Components::Input(); });
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m_ComponentFactory.Register("Model", []() { return new Components::Model(); });
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m_ComponentFactory.Register("ParticleEmitter", []() { return new Components::ParticleEmitter(); });
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m_ComponentFactory.Register("PointLight", []() { return new Components::PointLight(); });
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m_ComponentFactory.Register("PowerUp", []() { return new Components::PowerUp(); });
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m_ComponentFactory.Register("SoundEmitter", []() { return new Components::SoundEmitter(); });
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m_ComponentFactory.Register("Sprite", []() { return new Components::Sprite(); });
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m_ComponentFactory.Register("Stat", []() { return new Components::Stat(); });
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m_ComponentFactory.Register("Template", []() { return new Components::Template(); });
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m_ComponentFactory.Register("Transform", []() { return new Components::Transform(); });
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}
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void GameWorld::RegisterSystems()
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{
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m_SystemFactory.Register("LevelGenerationSystem", [this]() { return new Systems::LevelGenerationSystem(this); });
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m_SystemFactory.Register("InputSystem", [this]() { return new Systems::InputSystem(this, m_Renderer); });
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m_SystemFactory.Register("CollisionSystem", [this]() { return new Systems::CollisionSystem(this); });
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//m_SystemFactory.Register("ParticleSystem", [this]() { return new Systems::ParticleSystem(this); });
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m_SystemFactory.Register("PlayerSystem", [this]() { return new Systems::PlayerSystem(this); });
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m_SystemFactory.Register("SoundSystem", [this]() { return new Systems::SoundSystem(this); });
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m_SystemFactory.Register("TransformSystem", [this]() { return new Systems::TransformSystem(this); });
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m_SystemFactory.Register("RenderSystem", [this]() { return new Systems::RenderSystem(this, m_Renderer); });
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}
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void GameWorld::AddSystems()
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{
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AddSystem("TransformSystem");
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AddSystem("LevelGenerationSystem");
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AddSystem("InputSystem");
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AddSystem("CollisionSystem");
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//AddSystem("ParticleSystem");
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AddSystem("PlayerSystem");
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AddSystem("SoundSystem");
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AddSystem("RenderSystem");
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} |