Add ecs ComponentListener
- Add ecs ComponentListener which listens to Component addition and removal - Add RefCounter class used to keep track of moves and copies
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@@ -7,14 +7,17 @@
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#include "copium/ecs/Entity.h"
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#include "copium/ecs/System.h"
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#include "copium/event/MouseMoveEvent.h"
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#include "copium/example/CameraFollowPlayerSystem.h"
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#include "copium/example/CameraUpdateSystem.h"
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#include "copium/example/Components.h"
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#include "copium/example/FrameCountSystem.h"
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#include "copium/example/HealthChangeSystem.h"
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#include "copium/example/HealthComponentListener.h"
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#include "copium/example/HealthDisplaySystem.h"
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#include "copium/example/MouseFollowSystem.h"
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#include "copium/example/RenderSystem.h"
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#include "copium/example/PhysicsSystem.h"
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#include "copium/example/PlayerControllerSystem.h"
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#include "copium/example/CameraFollowPlayerSystem.h"
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#include "copium/example/RenderSystem.h"
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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@@ -30,11 +33,14 @@ namespace Copium
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ecs->AddSystem<PlayerControllerSystem>();
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ecs->AddSystem<PhysicsSystem>();
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ecs->AddSystem<HealthChangeSystem>();
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ecs->AddSystem<HealthDisplaySystem>();
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ecs->AddSystem<CameraFollowPlayerSystem>();
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ecs->AddSystem<CameraUpdateSystem>(&viewMatrix, &projectionMatrix, &invPvMatrix);
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ecs->AddSystem<MouseFollowSystem>(&invPvMatrix);
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ecs->AddSystem<FrameCountSystem>();
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ecs->AddSystem<RenderSystem>(renderer.get(), descriptorSetRenderer.get(), &commandBuffer, &viewMatrix, &projectionMatrix); // better way to store the RenderSystem data?
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ecs->SetComponentListener<HealthComponentListener>();
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// TODO: Load from scene file
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for (int y = 0; y < 10; y++)
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@@ -72,6 +78,7 @@ namespace Copium
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Entity entityPlayer = Entity::Create(ecs.get());
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entityPlayer.AddComponent<PlayerC>(entityCamera);
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entityPlayer.AddComponent<HealthC>(10, 10);
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entityPlayer.AddComponent<PhysicsC>(0.1f, glm::vec2{0.0f, 0.0f}, glm::vec2{0.0f, 0.0f});
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entityPlayer.AddComponent<TransformC>(glm::vec2{0.0f}, glm::vec2{1.0f});
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entityPlayer.AddComponent<TextureC>(AssetRef{AssetManager::LoadAsset("fox2.meta")}, glm::vec2{0.0f, 0.0f}, glm::vec2{1.0f, 1.0f});
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