vkmEngine 1.0.0
A C++ game engine · vkmengine.com
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character_controller_system.h
1#pragma once
2
3#include "core/system.h"
4
5namespace Vkm::Engine {
6
14class CharacterControllerSystem : public System {
15 public:
16 CharacterControllerSystem() = default;
17 ~CharacterControllerSystem() override = default;
18
19 CharacterControllerSystem(const CharacterControllerSystem& other) = delete;
20 CharacterControllerSystem& operator=(const CharacterControllerSystem& other) = delete;
21
22 CharacterControllerSystem(CharacterControllerSystem && other) = delete;
23 CharacterControllerSystem& operator=(CharacterControllerSystem && other) = delete;
24
25 public:
26 void fixedUpdate(FrameContext& ctx) override;
27
33 bool isReplayed() const override { return true; }
34
35 private:
36 // Edge latches: each fault is named once per gap, not once a tick.
37 bool m_noCapsuleLogged = false;
38 bool m_spinnableLogged = false;
39};
40
41} // namespace Vkm::Engine
void fixedUpdate(FrameContext &ctx) override
Execute this system at the fixed simulation rate.
bool isReplayed() const override
Re-run during a replay: it moves the world from state and command, deterministically.
Definition character_controller_system.h:33
Per-frame state bundle passed to every system.
Definition system.h:55