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GunSystem.h
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#pragma once
#include "System.h"
#include "EventSubscriber.h"
#include "VisPredComponents.h"
class GunSystem :
public System, public IUpdatable,public IContactable,public EventSubscriber,public IPhysicable
{
public:
GunSystem(std::shared_ptr<SceneManager> scenemanager);
~GunSystem() = default;
// IUpdatable을(를) 통해 상속됨
void Update(float deltaTime) override;
// IContactable을(를) 통해 상속됨
void EnterCollision(std::pair<uint32_t, uint32_t> entitypair) override;
void ExitCollision(std::pair<uint32_t, uint32_t> entitypair) override;
void ApplyDamage(Entity& gun, Entity& Other);
void OnShoot(std::any entityid);
//EventManager::GetInstance().ImmediateEvent("OnBulletHit", std::make_tuple(attackedEntityID, guncomp.Damage1, hitlocation));
void OnInterected(std::any interective_interector);
void Interected_Gun(GunComponent& guncomp, PlayerComponent& playercomp);
// IPhysicable을(를) 통해 상속됨
void PhysicsUpdate(float deltaTime) override {};
void PhysicsLateUpdate(float deltaTime) override {};
};