#ifndef FollowSystem_h__ #define FollowSystem_h__ #include "System.h" #include "Systems/TransformSystem.h" #include "Components/Transform.h" #include "Components/Follow.h" #include "Events/Move.h" #include "Events/Rotate.h" namespace Systems { class FollowSystem : public System { public: FollowSystem(World* world, std::shared_ptr<::EventBroker> eventBroker, std::shared_ptr<::ResourceManager> resourceManager) : System(world, eventBroker, resourceManager) { } //void Initialize() override; void RegisterComponents(ComponentFactory* cf) override; void Update(double dt) override; void UpdateEntity(double dt, EntityID entity, EntityID parent) override; /*void OnComponentCreated(std::string type, std::shared_ptr component) override; void OnComponentRemoved(EntityID entity, std::string type, Component* component) override; void OnEntityCommit(EntityID entity) override; void OnEntityRemoved(EntityID entity) override;*/ private: }; } #endif // FollowSystem_h__