feat: refactoring && walls
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83
Systems/Common/CollisionSystem.cs
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83
Systems/Common/CollisionSystem.cs
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using System.Numerics;
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using BakeryGame.Components.Common;
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using BakeryGame.Components.Environment;
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using BakeryGame.Components.Player;
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using BakeryGame.Models;
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using Raylib_cs;
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using Scellecs.Morpeh;
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namespace BakeryGame.Systems.Common;
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public class CollisionSystem: ISystem
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{
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private Filter _playerFilter;
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private Filter _blockFilter;
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public World World { get; set; }
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public CollisionSystem(World world)
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{
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World = world;
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}
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public void Dispose()
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{
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}
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public void OnAwake()
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{
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_playerFilter = World.Filter.With<PlayerComponent>().Build();
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_blockFilter = World.Filter.With<BlockComponent>().Build();
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}
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public void OnUpdate(float deltaTime)
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{
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var player = _playerFilter.First();
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ref var playerPosition = ref player.GetComponent<PositionComponent>();
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var playerSize = player.GetComponent<PlayerComponent>().Size;
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var playerMovement = player.GetComponent<MovementComponent>();
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foreach (var block in _blockFilter)
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{
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var blockPosition = block.GetComponent<PositionComponent>().Position;
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var blockSize = block.GetComponent<BlockComponent>().Size;
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var blockBounds = new BoundingBox(
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new Vector3(blockPosition.X - blockSize.X / 2, blockPosition.Y - blockSize.Y / 2,
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blockPosition.Z - blockSize.Z / 2),
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new Vector3(blockPosition.X + blockSize.X / 2, blockPosition.Y + blockSize.Y / 2,
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blockPosition.Z + blockSize.Z / 2));
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var collided = false;
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do
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{
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var playerBounds = new BoundingBox(
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new Vector3(playerPosition.Position.X - playerSize.X / 2, playerPosition.Position.Y - playerSize.Y / 2,
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playerPosition.Position.Z - playerSize.Z / 2),
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new Vector3(playerPosition.Position.X + playerSize.X / 2, playerPosition.Position.Y + playerSize.Y / 2,
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playerPosition.Position.Z + playerSize.Z / 2));
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collided = Raylib.CheckCollisionBoxes(playerBounds, blockBounds);
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if (collided)
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{
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var delta = playerMovement.Speed / 2;
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switch (playerMovement.Direction)
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{
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case Direction.Left:
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playerPosition.Position.X += delta;
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break;
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case Direction.Right:
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playerPosition.Position.X -= delta;
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break;
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case Direction.Up:
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playerPosition.Position.Z += delta;
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break;
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case Direction.Down:
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playerPosition.Position.Z -= delta;
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break;
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}
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}
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} while (collided);
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}
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}
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}
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