ScreenShakeSystem made. And some other things.
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//
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// Created by Adniklastrator on 2015-10-14.
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//
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#ifndef DAYDREAM_SCREENSHAKESYSTEM_H
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#define DAYDREAM_SCREENSHAKESYSTEM_H
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#include "Core/System.h"
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#include "Core/CTransform.h"
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#include "Core/CTemplate.h"
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#include "Core/EventBroker.h"
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#include "Core/World.h"
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#include "Game/EPause.h"
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#include "Game/EScreenShake.h"
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//#include "Core/Camera.h" Camera Component
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namespace dd
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{
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namespace Systems
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{
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class ScreenShakeSystem : public System
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{
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public:
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ScreenShakeSystem(World* world, std::shared_ptr<dd::EventBroker> eventBroker)
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: System(world, eventBroker)
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{ }
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void Initialize() override;
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void InitializeObjects() override;
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void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
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void FlipPause();
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bool IsPaused() const { return m_Pause; }
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void SetPause(const bool& pause) { m_Pause = pause; }
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private:
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bool m_Pause;
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bool m_ScreenShake;
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int m_ShakeIntensity;
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glm::vec3 m_CameraPosition;
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float m_ShakeRepresentativeIntensity;
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float m_ShakeTimer;
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float m_ShakeEndTime;
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float m_TimeTakenToCoolDown;
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float m_CoolerMultiplier;
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glm::vec3 m_Random;
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dd::EventRelay<ScreenShakeSystem, dd::Events::Pause> m_EPause;
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dd::EventRelay<ScreenShakeSystem, dd::Events::ScreenShake> m_EScreenShake;
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bool OnPause(const dd::Events::Pause &event);
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bool OnScreenShake(const dd::Events::ScreenShake &event);
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};
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}
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}
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#endif //DAYDREAM_SCREENSHAKESYSTEM_H
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