Skybox working, flag for averaging normals working.

This commit is contained in:
Tleety
2014-06-05 05:19:34 +02:00
parent a6941c0fb6
commit fd92f37902
11 changed files with 235 additions and 34 deletions
+1 -1
Submodule assets updated: 26839b66e2...8ab7df0d7f
+2 -1
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@@ -10,12 +10,13 @@ namespace Components
struct Model : Component
{
Model() : Color(glm::vec4(1.0f, 1.0f, 1.0f, 1.0f)), Visible(true), ShadowCaster(true), Transparent(false) { }
Model() : Color(glm::vec4(1.0f, 1.0f, 1.0f, 1.0f)), Visible(true), ShadowCaster(true), Transparent(false), AverageNormals(false) { }
std::string ModelFile;
glm::vec4 Color;
bool Visible;
bool ShadowCaster;
bool Transparent;
bool AverageNormals;
virtual Model* Clone() const override { return new Model(*this); }
};
+2 -1
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@@ -22,7 +22,8 @@ public:
m_ResourceManager = std::make_shared<ResourceManager>();
m_ResourceManager->RegisterType("OBJ", [](std::string resourceName) { return new OBJ(resourceName); });
auto rm = m_ResourceManager;
m_ResourceManager->RegisterType("Model", [rm](std::string resourceName) { return new Model(rm, *rm->Load<OBJ>("OBJ", resourceName)); });
m_ResourceManager->RegisterType("Model", [rm](std::string resourceName) { return new Model(rm, *rm->Load<OBJ>("OBJ", resourceName), false); });
m_ResourceManager->RegisterType("AveragedModel", [rm](std::string resourceName) { return new Model(rm, *rm->Load<OBJ>("OBJ", resourceName), true); });
m_ResourceManager->RegisterType("Texture", [](std::string resourceName) { return new Texture(resourceName); });
m_FrameStack = new GUI::Frame(m_EventBroker, m_ResourceManager);
+11 -1
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@@ -55,7 +55,17 @@ public:
auto modelComponent = m_World->GetComponent<Components::Model>(entity);
if (modelComponent)
{
auto modelAsset = ResourceManager->Load<Model>("Model", modelComponent->ModelFile);
Model* modelAsset = nullptr;
if (modelComponent->AverageNormals)
{
modelAsset = ResourceManager->Load<Model>("AveragedModel", modelComponent->ModelFile);
}
else
{
modelAsset = ResourceManager->Load<Model>("Model", modelComponent->ModelFile);
}
if (modelAsset)
{
Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity);
+17 -12
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@@ -634,7 +634,7 @@ void GameWorld::CreateGate(EntityID parent, glm::vec3 position, glm::quat orient
}
}
EntityID GameWorld::CreateTower(EntityID parent, glm::vec3 pos, int playerID)
EntityID GameWorld::CreateTower(EntityID parent, glm::vec3 pos, int teamID)
{
auto towerBase = CreateEntity(parent);
auto transform = AddComponent<Components::Transform>(towerBase);
@@ -642,9 +642,9 @@ EntityID GameWorld::CreateTower(EntityID parent, glm::vec3 pos, int playerID)
auto towerComponent = AddComponent<Components::Tower>(towerBase);
// auto physics = AddComponent<Components::Physics>(towerBase);
// physics->Mass = 100.f;
// physics->MotionType = Components::Physics::MotionTypeEnum::Fixed;
auto physics = AddComponent<Components::Physics>(towerBase);
physics->Mass = 100.f;
physics->MotionType = Components::Physics::MotionTypeEnum::Fixed;
auto model = AddComponent<Components::Model>(towerBase);
model->ModelFile = "Models/Turret/Base/Base.obj";
@@ -652,12 +652,12 @@ EntityID GameWorld::CreateTower(EntityID parent, glm::vec3 pos, int playerID)
auto health = AddComponent<Components::Health>(towerBase);
health->Amount = 50.f;
// auto shape = CreateEntity(towerBase);
// auto shapetransform = AddComponent<Components::Transform>(shape);
// auto shapemesh = AddComponent<Components::MeshShape>(shape);
// shapemesh->ResourceName = "Models/Turret/Base/Base.obj";
auto shape = CreateEntity(towerBase);
auto shapetransform = AddComponent<Components::Transform>(shape);
auto shapemesh = AddComponent<Components::MeshShape>(shape);
shapemesh->ResourceName = "Models/Turret/Base/Base.obj";
//CommitEntity(shape);
CommitEntity(shape);
{
auto towerGunRotation = CreateEntity(towerBase);
auto transform = AddComponent<Components::Transform>(towerGunRotation);
@@ -687,7 +687,7 @@ EntityID GameWorld::CreateTower(EntityID parent, glm::vec3 pos, int playerID)
{
auto shot = CreateEntity(towerGun);
auto transform = AddComponent<Components::Transform>(shot);
transform->Position = glm::vec3(0.f, 0.f, -4.f);
transform->Position = glm::vec3(0.f, 0.f, -4.37612f);
transform->Orientation = glm::angleAxis(-glm::pi<float>() / 2.f, glm::vec3(1, 0, 0));
transform->Scale = glm::vec3(2.f);
AddComponent<Components::Template>(shot);
@@ -736,7 +736,7 @@ EntityID GameWorld::CreateTower(EntityID parent, glm::vec3 pos, int playerID)
towerComponent->GunBase = towerGunRotation;
}
towerComponent->ID = playerID;
towerComponent->ID = teamID;
auto turretComponent = AddComponent<Components::Turret>(towerBase);
turretComponent->ShotTemplate = m_ShotTemplate;
@@ -844,6 +844,7 @@ void GameWorld::CreateTerrain()
auto transform = AddComponent<Components::Transform>(ground_middle);
auto model = AddComponent<Components::Model>(ground_middle);
model->ModelFile = "Models/TerrainFiveIstles/Middle.obj";
model->AverageNormals = true;
auto blendmap = AddComponent<Components::BlendMap>(ground_middle);
blendmap->TextureRed = "Textures/Ground/SoilBeach0087_11_S.jpg";
blendmap->TextureRedNormal = "Textures/Ground/SoilBeach0087_11_SNM.png";
@@ -949,6 +950,7 @@ void GameWorld::CreateBase(glm::quat orientation, int teamID)
auto transform = AddComponent<Components::Transform>(ground_small);
auto model = AddComponent<Components::Model>(ground_small);
model->ModelFile = "Models/TerrainFiveIstles/Small.obj";
model->AverageNormals = true;
auto blendmap = AddComponent<Components::BlendMap>(ground_small);
blendmap->TextureRed = "Textures/Ground/SoilBeach0087_11_S.jpg";
blendmap->TextureRedNormal = "Textures/Ground/SoilBeach0087_11_SNM.png";
@@ -997,6 +999,7 @@ void GameWorld::CreateBase(glm::quat orientation, int teamID)
auto transform = AddComponent<Components::Transform>(bridge_middle);
auto model = AddComponent<Components::Model>(bridge_middle);
model->ModelFile = "Models/TerrainFiveIstles/Bridges/MiddleBridge.obj";
model->AverageNormals = false;
auto physics = AddComponent<Components::Physics>(bridge_middle);
physics->Mass = 10;
physics->MotionType = Components::Physics::MotionTypeEnum::Fixed;
@@ -1072,6 +1075,7 @@ void GameWorld::CreateBase(glm::quat orientation, int teamID)
auto transform = AddComponent<Components::Transform>(terrain_base);
auto model = AddComponent<Components::Model>(terrain_base);
model->ModelFile = "Models/TerrainFiveIstles/Base.obj";
model->AverageNormals = true;
auto blendmap = AddComponent<Components::BlendMap>(terrain_base);
blendmap->TextureRed = "Textures/Ground/SoilBeach0087_11_S.jpg";
blendmap->TextureRedNormal = "Textures/Ground/SoilBeach0087_11_SNM.png";
@@ -1140,6 +1144,7 @@ void GameWorld::CreateBase(glm::quat orientation, int teamID)
auto transform = AddComponent<Components::Transform>(bridge_base);
auto model = AddComponent<Components::Model>(bridge_base);
model->ModelFile = "Models/TerrainFiveIstles/Bridges/BaseBridge.obj";
model->AverageNormals = false;
auto physics = AddComponent<Components::Physics>(bridge_base);
physics->Mass = 10;
physics->MotionType = Components::Physics::MotionTypeEnum::Fixed;
@@ -1208,7 +1213,7 @@ void GameWorld::CreateBase(glm::quat orientation, int teamID)
CreateWall(base, glm::vec3(273.f, 40.3f, -15.f), glm::quat(glm::vec3(0, glm::pi<float>() / 2.f, 0)));
CreateWall(base, glm::vec3(273.f, 40.3f, 15.f), glm::quat(glm::vec3(0, glm::pi<float>() / 2.f, 0)));
CreateWall(base, glm::vec3(273.f, 40.3f, 25.f), glm::quat(glm::vec3(0, glm::pi<float>() / 2.f, 0)));
CreateTower(base, glm::vec3(290.f, 40.3f, 15.f), playerID);
CreateTower(base, glm::vec3(290.f, 40.3f, 15.f), teamID);
CreateGarage(base, glm::vec3(323.2f, 41.4f, -10.2f), glm::quat(glm::vec3(0, glm::pi<float>() / 2.f, 0)), teamID);
}
+5 -2
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@@ -1,7 +1,7 @@
#include "PrecompiledHeader.h"
#include "Model.h"
Model::Model(std::shared_ptr<ResourceManager> rm, OBJ &obj)
Model::Model(std::shared_ptr<ResourceManager> rm, OBJ &obj, bool average)
{
OBJ::MaterialInfo* currentMaterial = nullptr;
TextureGroup* currentTexGroup = nullptr;
@@ -93,7 +93,10 @@ Model::Model(std::shared_ptr<ResourceManager> rm, OBJ &obj)
if (Vertices.size() > 0)
{
CreateTangents();
//getSimilarVertexIndex();
if (average)
{
getSimilarVertexIndex();
}
CreateBuffers(Vertices, Normals, TangentNormals, BiTangentNormals, TextureCoords);
}
else
+1 -1
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@@ -17,7 +17,7 @@
class Model : public Resource
{
public:
Model(std::shared_ptr<ResourceManager> resourceManager, OBJ &obj);
Model(std::shared_ptr<ResourceManager> resourceManager, OBJ &obj, bool average);
struct TextureGroup
{
+11 -4
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@@ -169,7 +169,7 @@ void Renderer::LoadContent()
FrameBufferTextures();
m_sphereModel = ResourceManager->Load<Model>("Model", "Models/Placeholders/PhysicsTest/Sphere.obj");
m_Skybox = std::make_shared<Skybox>("Textures/Skybox/sunset", "jpg");
m_Skybox = std::make_shared<Skybox>("Textures/Skybox/sky36", "jpg");
}
void Renderer::Draw(double dt)
@@ -376,6 +376,7 @@ void Renderer::DrawWorld(RenderQueuePair &rq)
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glEnable(GL_SCISSOR_TEST);
glDepthRange(0.0, 0.999);
//Sort forward rendering items by z value.
for(auto job : rq.Forward)
@@ -406,7 +407,6 @@ void Renderer::DrawWorld(RenderQueuePair &rq)
glCullFace(GL_BACK);
glEnable(GL_DEPTH_TEST);
//DrawSkybox();
DrawFBOScene(rq.Deferred);
@@ -552,6 +552,9 @@ void Renderer::ForwardRendering(RenderQueue &rq)
//glDepthMask (GL_TRUE);
//glDisable (GL_BLEND);
glDepthRange(0.999, 1.0);
DrawSkybox();
/*
Final pass
*/
@@ -613,6 +616,8 @@ void Renderer::Swap()
void Renderer::DrawSkybox()
{
// glEnable(GL_CULL_FACE);
// glCullFace(GL_BACK);
//glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
glScissor(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
@@ -623,8 +628,10 @@ void Renderer::DrawSkybox()
//glm::mat4 cameraProjection = m_Camera->ProjectionMatrix((float)m_Viewport.Width / m_Viewport.Height);
//glm::mat4 cameraMatrix = cameraProjection * m_Camera->ViewMatrix();
glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix((float)m_Viewport.Width / m_Viewport.Height) * glm::inverse(glm::toMat4(m_Camera->Orientation()));
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgramSkybox.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(cameraMatrix));
glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix((float)m_Viewport.Width / m_Viewport.Height);
glm::mat4 cameraView = glm::inverse(glm::toMat4(m_Camera->Orientation()));
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgramSkybox.GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(cameraView));
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgramSkybox.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(cameraMatrix));
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
m_Skybox->Draw();
}
+4 -2
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@@ -1,6 +1,7 @@
#version 430
uniform mat4 MVP;
uniform mat4 V;
uniform mat4 P;
layout(location = 0) in vec3 Position;
@@ -11,6 +12,7 @@ out VertexData
void main()
{
gl_Position = MVP * vec4(Position, 1.0);
vec4 pos = V * vec4(Position, 1.0);
gl_Position = P * pos;
Output.TextureCoord = Position;
}
+169 -4
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@@ -12,6 +12,7 @@ void Systems::TowerSystem::RegisterComponents( ComponentFactory* cf )
void Systems::TowerSystem::Initialize()
{
//EVENT_SUBSCRIBE_MEMBER(m_eDamage, &Systems::TowerSystem::Damage);
EVENT_SUBSCRIBE_MEMBER(m_ECollision, &Systems::TowerSystem::OnCollision);
Temp_m_TimeSinceLastShot = 0;
}
@@ -41,6 +42,8 @@ void Systems::TowerSystem::UpdateEntity( double dt, EntityID entity, EntityID pa
return;
auto players = m_World->GetComponentsOfType<Components::Player>();
if (!players)
return;
for(auto player : *players)
{
@@ -54,6 +57,8 @@ void Systems::TowerSystem::UpdateEntity( double dt, EntityID entity, EntityID pa
Components::Transform absolutePlayerTransform = m_World->GetSystem<Systems::TransformSystem>()->AbsoluteTransform(player->Entity);
if(glm::distance(absolutePlayerTransform.Position, absoluteTowerGunTransform.Position) > 45.f)
continue;
//Rotate the turret towards the enemy player
glm::quat baseLookAt = glm::inverse(glm::quat_cast(glm::lookAt(absoluteTowerGunTransform.Position, glm::vec3(absolutePlayerTransform.Position.x, absoluteTowerGunTransform.Position.y, absolutePlayerTransform.Position.z), glm::vec3(0, 1, 0))));
glm::quat gunLookAt = glm::inverse(glm::quat_cast(glm::lookAt(absoluteTowerGunTransform.Position, glm::vec3(absolutePlayerTransform.Position.x, absolutePlayerTransform.Position.y, absolutePlayerTransform.Position.z ), glm::vec3(0, 1, 0))));
@@ -70,8 +75,9 @@ void Systems::TowerSystem::UpdateEntity( double dt, EntityID entity, EntityID pa
EntityID clone = m_World->CloneEntity(turretComponent->ShotTemplate);
auto templateAbsoluteTransform = m_World->GetSystem<Systems::TransformSystem>()->AbsoluteTransform(turretComponent->ShotTemplate);
auto cloneTransform = m_World->GetComponent<Components::Transform>(clone);
cloneTransform->Position = templateAbsoluteTransform.Position - glm::vec3(0.97163f, 0.f, 0.f);
cloneTransform->Orientation = templateAbsoluteTransform.Orientation;
cloneTransform->Position = templateAbsoluteTransform.Position - (cloneTransform->Orientation* glm::vec3(0.97163f, 0.f, 0.f));
Events::SetVelocity eSetVelocity;
eSetVelocity.Entity = clone;
@@ -113,8 +119,9 @@ void Systems::TowerSystem::UpdateEntity( double dt, EntityID entity, EntityID pa
EntityID clone = m_World->CloneEntity(turretComponent->ShotTemplate);
auto templateAbsoluteTransform = m_World->GetSystem<Systems::TransformSystem>()->AbsoluteTransform(turretComponent->ShotTemplate);
auto cloneTransform = m_World->GetComponent<Components::Transform>(clone);
cloneTransform->Position = templateAbsoluteTransform.Position + glm::vec3(0.97163f, 0.f, 0.f);
cloneTransform->Orientation = templateAbsoluteTransform.Orientation;
cloneTransform->Position = templateAbsoluteTransform.Position + (cloneTransform->Orientation * glm::vec3(0.97163f, 0.f, 0.f));
Events::SetVelocity eSetVelocity;
eSetVelocity.Entity = clone;
@@ -153,11 +160,169 @@ void Systems::TowerSystem::UpdateEntity( double dt, EntityID entity, EntityID pa
}
Temp_m_TimeSinceLastShot = 0;
#pragma endregion
}
}
}
bool Systems::TowerSystem::OnCollision(const Events::Collision &e)
{
if(m_World->ValidEntity(e.Entity1) && m_World->ValidEntity(e.Entity2))
{
auto tankShell1 = m_World->GetComponent<Components::TurretShot>(e.Entity1);
auto tankShell2 = m_World->GetComponent<Components::TurretShot>(e.Entity2);
EntityID shellEntity = 0;
Components::TurretShot* shellComponent;
EntityID otherEntity = 0;
if (tankShell1)
{
shellEntity = e.Entity1;
otherEntity = e.Entity2;
shellComponent = tankShell1;
}
else if (tankShell2)
{
shellEntity = e.Entity2;
otherEntity = e.Entity1;
shellComponent = tankShell2;
}
else
{
return false;
}
if(m_World->GetComponent<Components::Template>(shellEntity))
return false;
//auto physicsComponents = m_World->GetComponentsOfType<Components::Physics>();
auto shellTransform = m_World->GetComponent<Components::Transform>(shellEntity);
//auto otherTransform = m_World->GetComponent<Components::Transform>(otherEntity);
{
Events::CreateExplosion e;
e.LifeTime = 2;
e.ParticleScale.push_back(3);
e.ParticlesToSpawn = 10;
e.Position = shellTransform->Position;
e.RelativeUpOrientation = glm::angleAxis(glm::pi<float>() / 2, glm::vec3(1, 0, 0));
e.Speed = 3;
e.SpreadAngle = glm::pi<float>();
e.spritePath = "Textures/Sprites/Smoke1.png";
e.Color = glm::vec4(0.6, 0.6, 0.6, 0.1);
EventBroker->Publish(e);
e.LifeTime = 0.7;
e.ParticleScale.push_back(5);
e.ParticlesToSpawn = 10;
e.Position = shellTransform->Position;
e.RelativeUpOrientation = glm::angleAxis(glm::pi<float>() / 2, glm::vec3(1, 0, 0));
e.Speed = 17;
e.SpreadAngle = glm::pi<float>();
e.spritePath = "Textures/Sprites/Fire.png";
EventBroker->Publish(e);
e.LifeTime = 0.2;
e.ParticleScale.push_back(1);
e.ParticleScale.push_back(5);
e.ParticlesToSpawn = 5;
e.Position = shellTransform->Position;
e.RelativeUpOrientation = glm::angleAxis(glm::pi<float>() / 2, glm::vec3(1, 0, 0));
e.Speed = 6;
e.SpreadAngle = glm::pi<float>();
e.spritePath = "Textures/Sprites/Blast1.png";
e.Color = glm::vec4(2, 2, 2, 0.2);
EventBroker->Publish(e);
}
//{
// Events::CreateExplosion e;
// e.LifeTime = 1.5;
// e.ParticleScale.push_back(1);
// e.ParticleScale.push_back(6);
// e.ParticlesToSpawn = 20;
// e.Position = shellTransform->Position;
// e.SpreadAngle = glm::radians<float>(180) / 4;
// e.RelativeUpOrientation = glm::angleAxis(glm::radians<float>(90), glm::vec3(1,0,0));
// e.UseGoalVector = true;
// e.GoalVelocity = glm::vec3(0,-12,0);
// e.Speed = 12;
// e.spritePath = "Textures/Sprites/Splash.png";
// e.Color = glm::vec4(5.f,5.f,5.f,1);
// EventBroker->Publish(e);
// e.LifeTime = 1.5;
// e.ParticleScale.push_back(1);
// e.ParticleScale.push_back(6);
// e.ParticlesToSpawn = 20;
// e.Position = shellTransform->Position;
// e.SpreadAngle = glm::radians<float>(180)/ 4;
// e.RelativeUpOrientation = glm::angleAxis(glm::radians<float>(90), glm::vec3(1,0,0));
// e.UseGoalVector = true;
// e.GoalVelocity = glm::vec3(0,-12,0);
// e.Speed = 12;
// e.spritePath = "Textures/Sprites/Splash.png";
// e.Color = glm::vec4(1.f,1.f,1.f,1);
// EventBroker->Publish(e);
//}
//{
// Events::PlaySFX e;
// e.MinDistance = 150.f;
// e.Position = shellTransform->Position;
// e.Resource = "Sounds/SFX/Explosion.wav";
// EventBroker->Publish(e);
//}
// Direct damage
auto health = m_World->GetComponent<Components::Health>(otherEntity);
if (health)
{
Events::Damage d;
d.Entity = otherEntity;
d.Amount = shellComponent->Damage;
EventBroker->Publish(d);
}
// Splash damage
//for (auto &physComponent : *physicsComponents)
//{
// EntityID physicsEntity = physComponent->Entity;
// // No splash damage to the direct hit target
// if (physicsEntity == otherEntity)
// continue;
// auto physEntityTransform = m_World->GetSystem<Systems::TransformSystem>()->AbsoluteTransform(physicsEntity);
// float distance = glm::distance(physEntityTransform.Position, shellTransform->Position);
// if (distance <= shellComponent->ExplosionRadius)
// {
// // DO STUFF! :D
// float radius = shellComponent->ExplosionRadius;
// float strength = (1.f - pow(distance / radius, 2)) * shellComponent->ExplosionStrength;
// glm::vec3 direction = glm::normalize(physEntityTransform.Position - shellTransform->Position);
// Events::ApplyPointImpulse e;
// e.Entity = physicsEntity;
// e.Impulse = direction * strength;
// e.Position = physEntityTransform.Position;
// EventBroker->Publish(e);
// auto health = m_World->GetComponent<Components::Health>(physicsEntity);
// if (health && health->VulnerableToSplash)
// {
// Events::Damage d;
// d.Entity = physicsEntity;
// d.Amount = (1.f - pow(distance / radius, 2)) * shellComponent->Damage;
// EventBroker->Publish(d);
// }
//
//
// }
//}
m_World->RemoveEntity(shellEntity);
}
return true;
}
+9 -2
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@@ -8,8 +8,13 @@
#include "Components/Tower.h"
#include "Components/Turret.h"
#include "Components/TurretShot.h"
#include "Components/Health.h"
#include "Events/SetVelocity.h"
#include "Events/CreateExplosion.h"
#include "Events/Collision.h"
#include "Events/Damage.h"
@@ -29,8 +34,10 @@ namespace Systems
virtual void Update(double dt);
virtual void UpdateEntity(double dt, EntityID entity, EntityID parent);
//EventRelay<TowerSystem, Events::Damage> m_eDamage;
//bool Damage(const Events::Damage &event);
EventRelay<TowerSystem, Events::Collision> m_ECollision;
bool OnCollision(const Events::Collision &e);
private:
std::map<EntityID, double> m_TimeSinceLastShot;