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ECS System WIP
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35
entitysystem/scenes/GameScene.cpp
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35
entitysystem/scenes/GameScene.cpp
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//
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// Created by Daniu
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//
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#include "GameScene.h"
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#include "entitysystem/components/BasicComponents.h"
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#include "entitysystem/components/RenderComponents.h"
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#include "entitysystem/systems/MovementSystem.h"
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#include "utilities/Logs.h"
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GameScene::GameScene() = default;
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GameScene::~GameScene() = default ;
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void GameScene::OnLoad()
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{
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m_systems.AddSystem<MovementSystem>();
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}
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void GameScene::OnUpdate(float dt)
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{
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//auto& world = World();
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//auto view = world.View<ECSComponent::Transform>();
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}
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void GameScene::OnUnload()
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{
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World().Clear();
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}
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30
entitysystem/scenes/GameScene.h
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30
entitysystem/scenes/GameScene.h
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//
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// Created by Daniu
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//
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#ifndef EU07_GAMESCENE_H
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#define EU07_GAMESCENE_H
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#pragma once
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#include "entitysystem/ECScene.h"
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class GameScene final : public ECScene
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{
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public:
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GameScene();
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~GameScene() override;
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private:
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void OnLoad() override;
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void OnUnload() override;
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void OnUpdate(float dt) override;
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private:
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void CreateTestEntities();
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};
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#endif //EU07_GAMESCENE_H
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