R-Type
Distributed multiplayer game engine in C++
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HealthSystem.hpp
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1/*
2** EPITECH PROJECT, 2025
3** RTYPE
4** File description:
5** HealthSystem
6*/
7
8#pragma once
9
10#include "../../Components/Health.hpp"
11#include "../../Components/IComponent.hpp"
12#include "../ISystem.hpp"
13
14namespace ecs {
23 class HealthSystem : public ISystem {
24 public:
28 HealthSystem() = default;
29
33 ~HealthSystem() override = default;
34
46 void update(Registry &registry, float deltaTime) override;
47
53 ComponentMask getComponentMask() const override;
54 };
55}
System managing entity health, invincibility and death.
void update(Registry &registry, float deltaTime) override
Updates health-related logic for all entities.
ComponentMask getComponentMask() const override
Gets the component mask for this system.
HealthSystem()=default
Default constructor.
~HealthSystem() override=default
Default destructor.
Base interface for all ECS systems.
Definition ISystem.hpp:37
Manages entities, their signatures and component type registrations.
Definition Registry.hpp:68
Maximum number of distinct component types supported by the Registry.
Definition GameLogic.hpp:26
std::uint64_t ComponentMask
Type alias for component bitmask.
Definition ISystem.hpp:24