The PathMovementSwitchSystem was repurposed to a general InteractivePathSystem for this. It handles switching and adding points, as both seem like sensible possibilities for such entities to have.
22 lines
337 B
C
22 lines
337 B
C
//
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// Created by karl on 07.01.20.
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//
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#ifndef ECSGAME_MOUSELOOK_H
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#define ECSGAME_MOUSELOOK_H
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struct MouseLook {
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explicit MouseLook(float sensitivity) : sensitivity(sensitivity) {}
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float sensitivity;
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double yaw = 0.0;
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double pitch = 0.0;
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glm::quat rotation;
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bool is_active;
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};
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#endif //ECSGAME_MOUSELOOK_H
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