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39 lines
1.1 KiB
C++
39 lines
1.1 KiB
C++
//
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// Created by Tom Augier on 05/06/2021
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//
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#pragma once
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#include "System/System.hpp"
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#include "Window.hpp"
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#include "Component/Renderer/CameraComponent.hpp"
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#include "Component/Position/PositionComponent.hpp"
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#include <Component/Controllable/ControllableComponent.hpp>
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#include "Wal.hpp"
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namespace BBM
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{
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class CameraSystem : public WAL::System<CameraComponent, PositionComponent>
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{
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public:
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//! @brief A boolean indicating if the intro's animation has ended.
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bool hasEnded = false;
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//! @inherit
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void onUpdate(WAL::ViewEntity<CameraComponent, PositionComponent> &entity, std::chrono::nanoseconds) override;
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//! @brief introduciton animation when entering gameScene
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bool introAnimation(WAL::ViewEntity<CameraComponent, PositionComponent> &entity);
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//! @brief ctor
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CameraSystem(WAL::Wal &wal);
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//! @brief Default copy ctor
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CameraSystem(const CameraSystem &) = default;
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//! @brief Default dtor
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~CameraSystem() override = default;
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//! @brief A CameraManager screen system can't be assigned.
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CameraSystem &operator=(const CameraSystem &) = delete;
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};
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}
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