Refactored existing systems to register their own components and resource types.
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@@ -26,6 +26,8 @@ class PhysicsSystem : public System
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{
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public:
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PhysicsSystem(World* world);
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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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void OnComponentCreated(std::string type, std::shared_ptr<Component> component) override;
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