systems.add<InputSystem>();
systems.add<PlayerSystem>(entities);
systems.add<RenderSystem>();
- systems.add<ScriptSystem>();
+ systems.add<ScriptSystem>(entities);
systems.add<PhysicsSystem>();
systems.configure();
* SYSTEM SPECIFIC *
*********************/
-void ScriptSystem::configure(entityx::EntityManager& entities,
- entityx::EventManager& events)
+void ScriptSystem::configure([[maybe_unused]] entityx::EntityManager& entities,
+ [[maybe_unused]] entityx::EventManager& events)
{
- this->manager = &entities;
- this->events = &events;
-
events.subscribe<EntitySpawnEvent>(*this);
// Init after systems.configure() in engine.cpp
if (param.get_type() == sol::type::table) {
sol::table tab = param; // Cast the generic parameter to a table
- entityx::Entity e = manager->create(); // Create a new entity
+ entityx::Entity e = manager.create(); // Create a new entity
auto d = e.assign<Scripted>().get(); // Since this entity was created
// via Lua, assign the Scripted
// component.
*/
sol::state lua;
- entityx::EventManager* events;
- entityx::EntityManager* manager;
+ entityx::EntityManager& manager;
public:
- ScriptSystem(void) {}
+ ScriptSystem(entityx::EntityManager& _manager):
+ manager(_manager) {}
~ScriptSystem(void) {}