feat: refactoring && walls
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62
Systems/Player/CameraSystem.cs
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62
Systems/Player/CameraSystem.cs
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using BakeryGame.Components.Common;
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using BakeryGame.Components.Player;
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using Scellecs.Morpeh;
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namespace BakeryGame.Systems.Player;
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public class CameraSystem : ISystem
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{
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private Filter _filter;
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public CameraSystem(World world)
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{
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World = world;
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}
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public World World { get; set; }
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public void OnAwake()
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{
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_filter = World.Filter.With<CameraComponent>().Build();
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}
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public void OnUpdate(float deltaTime)
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{
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foreach (var entity in _filter)
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{
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var position = entity.GetComponent<PositionComponent>().Position;
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ref var cameraComponent = ref entity.GetComponent<CameraComponent>();
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ref var camera = ref cameraComponent.Camera;
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// Camera target follows player
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//camera.Target.X = position.X;
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//camera.Target.Z = position.Z;
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// // Camera rotation controls
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// if (IsKeyDown(KEY_A)) camera.rotation--;
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// else if (IsKeyDown(KEY_S)) camera.rotation++;
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// Limit camera rotation to 80 degrees (-40 to 40)
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// if (camera.Rotation > 40) camera.Rotation = 40;
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// else if (camera.Rotation < -40) camera.Rotation = -40;
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// Camera zoom controls
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// camera.Zoom += Raylib.GetMouseWheelMove() * 0.05f;
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//
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// if (camera.Zoom > 3.0f) camera.Zoom = 3.0f;
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// else if (camera.Zoom < 0.1f) camera.Zoom = 0.1f;
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// // Camera reset (zoom and rotation)
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// if (IsKeyPressed(KEY_R))
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// {
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// camera.zoom = 1.0f;
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// camera.rotation = 0.0f;
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// }
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}
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}
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public void Dispose()
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{
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}
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}
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