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14
entitysystem/systems/HierarchySystem.h
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14
entitysystem/systems/HierarchySystem.h
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#pragma once
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#include "BaseSystem.h"
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// Propagates parent world Transform to children.
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// Runs after MovementSystem so children always inherit the parent's
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// already-updated position in the same frame.
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// Child's Transform.Position is stored as a LOCAL offset relative to
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// the parent and this system overwrites it with the computed world position.
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class HierarchySystem : public BaseSystem
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{
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public:
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void Update(ECWorld& world, float dt) override;
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};
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