Files
fishtanks/src/Systems/WallSystem.cpp
T
2014-06-04 14:48:40 +02:00

55 lines
1.8 KiB
C++

#include "PrecompiledHeader.h"
#include "WallSystem.h"
#include "World.h"
void Systems::WallSystem::RegisterComponents( ComponentFactory* cf )
{
cf->Register<Components::Wall>([]() { return new Components::Wall(); });
}
void Systems::WallSystem::Initialize()
{
EVENT_SUBSCRIBE_MEMBER(m_eDamage, &Systems::WallSystem::Damage);
}
bool Systems::WallSystem::Damage( const Events::Damage &event )
{
auto wallComponent = m_World->GetComponent<Components::Wall>(event.Entity);
if(!wallComponent)
{
return false;
}
LOG_INFO("WallSystem::Damage");
auto wallhealthcomponent = m_World->GetComponent<Components::Health>(event.Entity);
if(wallhealthcomponent->Amount > 0)
{
return false;
}
LOG_INFO("Entity %i is dead", event.Entity);
//auto transformComponent = m_World->GetComponent<Components::Transform>(event.Entity);
Components::Transform transformComponent = m_World->GetSystem<Systems::TransformSystem>()->AbsoluteTransform(event.Entity);
for(auto d : wallComponent->Walldebris)
{
auto debris = m_World->CloneEntity(d);
auto transform = m_World->GetComponent<Components::Transform>(debris);
transform->Orientation = transform->Orientation * transformComponent.Orientation;
transform->Position = transform->Orientation * transform->Position + transformComponent.Position;
//DO STUFF! :D
float distance = glm::distance(transform->Position, transformComponent.Position);
float radius = 5.f;
float strength = (1.f - pow(distance / radius, 2)) * 20.f;
glm::vec3 direction = glm::normalize(transformComponent.Position - transform->Position);
Events::ApplyPointImpulse e;
e.Entity = debris;
e.Impulse = direction * strength;
e.Position = transformComponent.Position;
EventBroker->Publish(e);
}
m_World->RemoveEntity(event.Entity);
return true;
}