#ifndef TriggerSystem_h__ #define TriggerSystem_h__ #include "System.h" #include "Components/Transform.h" #include "Components/TankSteering.h" #include "Events/SetVelocity.h" #include "Events/ApplyForce.h" #include "Events/ApplyPointImpulse.h" #include #include "Components/Trigger.h" #include "Components/TriggerExplosion.h" #include "Events/EnterTrigger.h" #include "Events/LeaveTrigger.h" #include "Components/Flag.h" #include "Components/TriggerMove.h" #include "Components/TriggerRotate.h" #include "Components/Move.h" #include "Components/Rotate.h" #include "Components/Player.h" #include "Components/Team.h" #include "Events/Move.h" #include "Events/Rotate.h" #include namespace Systems { class TriggerSystem : public System { public: TriggerSystem(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; EventRelay m_EEnterTrigger; bool OnEnterTrigger(const Events::EnterTrigger &event); EventRelay m_ELeaveTrigger; bool OnLeaveTrigger(const Events::LeaveTrigger &event); private: void Explosion(EntityID entity, EntityID phantomEntity); void Move(EntityID entity, bool queue, bool swap); void Rotate(EntityID entity, bool queue, bool swap); }; } #endif // TriggerSystem_h__