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package net.mostlyoriginal.api.system.interact;
import com.artemis.Aspect;
import com.artemis.ComponentMapper;
import com.artemis.Entity;
import com.artemis.annotations.Wire;
import com.artemis.systems.EntityProcessingSystem;
import com.artemis.systems.IteratingSystem;
import com.badlogic.gdx.math.Vector2;
import net.mostlyoriginal.api.component.basic.Angle;
import net.mostlyoriginal.api.component.basic.Pos;
import net.mostlyoriginal.api.component.interact.Aim;
import net.mostlyoriginal.api.utils.EntityUtil;
/**
* Aim entity at target.
*
* Best performed after movement systems.
*
* @author Daan van Yperen
* @see net.mostlyoriginal.api.component.interact.Aim
*/
@Wire
public class AimSystem extends IteratingSystem {
private ComponentMapper am;
private ComponentMapper pm;
private ComponentMapper anm;
public AimSystem() {
super(Aspect.all(Aim.class, Pos.class, Angle.class));
}
Vector2 vTmp = new Vector2();
@Override
protected void process(int e) {
final Aim aim = am.get(e);
final int target = aim.at;
if (target != -1) {
aimAt(e, target);
}
}
public void aimAt(int e, int at) {
final Pos pa = pm.get(e);
final Pos pb = pm.get(at);
anm.get(e).rotation = vTmp.set(pb.xy.x, pb.xy.y).sub(pa.xy.x, pa.xy.y).angle();
}
}
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