Walls are now destroyable
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+16
-17
@@ -25,30 +25,29 @@ bool Systems::WallSystem::Damage( const Events::Damage &event )
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{
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return false;
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}
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LOG_INFO("You are dead");
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auto transformComponent = m_World->GetComponent<Components::Transform>(event.Entity);
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LOG_INFO("Entity %i is dead", event.Entity);
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//auto transformComponent = m_World->GetComponent<Components::Transform>(event.Entity);
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Components::Transform transformComponent = m_World->GetSystem<Systems::TransformSystem>()->AbsoluteTransform(event.Entity);
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for(auto d : wallComponent->Walldebris)
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{
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auto debris = m_World->CloneEntity(d);
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auto transform = m_World->GetComponent<Components::Transform>(debris);
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transform->Position += transformComponent->Position;
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// DO STUFF! :D
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float distance = glm::distance(transform->Position, transformComponent->Position);
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float radius = 5.f;
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float strength = (1.f - pow(distance / radius, 2)) * 500.f;
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glm::vec3 direction = glm::normalize(transformComponent->Position - transform->Position);
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Events::ApplyPointImpulse e;
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e.Entity = debris;
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e.Impulse = direction * strength;
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e.Position = transformComponent->Position;
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EventBroker->Publish(e);
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transform->Orientation = transform->Orientation * transformComponent.Orientation;
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transform->Position = transform->Orientation * transform->Position + transformComponent.Position;
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//DO STUFF! :D
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float distance = glm::distance(transform->Position, transformComponent.Position);
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float radius = 5.f;
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float strength = (1.f - pow(distance / radius, 2)) * 20.f;
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glm::vec3 direction = glm::normalize(transformComponent.Position - transform->Position);
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Events::ApplyPointImpulse e;
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e.Entity = debris;
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e.Impulse = direction * strength;
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e.Position = transformComponent.Position;
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EventBroker->Publish(e);
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}
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m_World->RemoveEntity(event.Entity);
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