Refactored existing systems to register their own components and resource types.
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@@ -15,6 +15,7 @@ class InputSystem : public System
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public:
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InputSystem(World* world, std::shared_ptr<Renderer> renderer)
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: System(world), m_Renderer(renderer) { }
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void RegisterComponents(ComponentFactory* cf) override;
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void Update(double dt) override;
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void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
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