51 lines
1.5 KiB
C
51 lines
1.5 KiB
C
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#ifndef __PATHMOVEMENTSWITCHSYSTEM_H__
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#define __PATHMOVEMENTSWITCHSYSTEM_H__
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <iostream>
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#include "../ECS.h"
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#include "../Components/PathMove.h"
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#include "../Events/InputEvent.h"
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#include "../Components/Movement.h"
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#include "../Components/MouseLook.h"
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using namespace ECS;
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class PathMovementSwitchSystem : public EntitySystem, public EventSubscriber<InputEvent> {
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void configure(World *pWorld) override {
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myWorld = pWorld;
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myWorld->subscribe<InputEvent>(this);
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}
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void receive(World *pWorld, const InputEvent &event) override {
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if (event.key == GLFW_KEY_P) {
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myWorld->each<PathMove, Movement, MouseLook>([&](Entity *ent, ComponentHandle<PathMove> pathmove, ComponentHandle<Movement> movement, ComponentHandle<MouseLook> mouselook) {
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if (event.action == GLFW_PRESS) {
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// Switch between them
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if (pathmove->is_active) {
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pathmove->is_active = false;
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movement->is_active = true;
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mouselook->is_active = true;
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} else {
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pathmove->is_active = true;
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movement->is_active = false;
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mouselook->is_active = false;
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}
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}
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});
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}
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}
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void unconfigure(World *pWorld) override {
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pWorld->unsubscribeAll(this);
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}
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private:
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World *myWorld;
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};
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#endif // __PATHMOVEMENTSWITCHSYSTEM_H__
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