// // Created by Adniklastrator on 2015-10-13. // #ifndef DAYDREAM_TRAVELLINGSYSTEM_H #define DAYDREAM_TRAVELLINGSYSTEM_H #include "Core/System.h" #include "Core/CTransform.h" #include "Core/CTemplate.h" #include "Core/EventBroker.h" #include "Core/World.h" #include "Transform/EMove.h" #include "Game/EPause.h" #include "Game/EResume.h" #include "Game/EArrivedAtNewStage.h" #include "Game/EStageCleared.h" #include "Game/CTravels.h" #include "Game/CBackground.h" #include "Game/CNewWaterVolume.h" namespace dd { namespace Systems { class TravellingSystem : public System { public: TravellingSystem(World* world, std::shared_ptr eventBroker) : System(world, eventBroker) { } void Initialize() override; void Update(double dt) override; void UpdateEntity(double dt, EntityID entity, EntityID parent) override; bool IsPaused() const { return m_Pause; } void SetPause(const bool& pause) { m_Pause = pause; } private: bool m_Pause = false; bool m_Travelling = false; float m_DistanceTravelled = 0; dd::EventRelay m_EPause; dd::EventRelay m_EResume; dd::EventRelay m_EStageCleared; dd::EventRelay m_EArrivedAtNewStage; bool OnPause(const dd::Events::Pause &event); bool OnResume(const dd::Events::Resume &event); bool OnStageCleared(const dd::Events::StageCleared &event); bool OnArrivedAtNewStage(const dd::Events::ArrivedAtNewStage &event); }; } } #endif //DAYDREAM_TRAVELLINGSYSTEM_H