Started work on audio manager
Implemented soloud
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@@ -37,7 +37,7 @@ namespace Nuake
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Ref<Physics::Box> boxShape = CreateRef<Physics::Box>(boxComponent.Size);
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rigidBody = CreateRef<Physics::RigidBody>(rigidBodyComponent.Mass, transform.GetGlobalPosition(), transform.GetGlobalTransform(), boxShape, ent);
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PhysicsManager::Get()->RegisterBody(rigidBody);
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PhysicsManager::Get().RegisterBody(rigidBody);
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}
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if (ent.HasComponent<CapsuleColliderComponent>())
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@@ -48,7 +48,7 @@ namespace Nuake
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auto capsuleShape = CreateRef<Physics::Capsule>(radius, height);
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rigidBody = CreateRef<Physics::RigidBody>(rigidBodyComponent.Mass, transform.GetGlobalPosition(), transform.GetGlobalTransform(), capsuleShape, ent);
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PhysicsManager::Get()->RegisterBody(rigidBody);
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PhysicsManager::Get().RegisterBody(rigidBody);
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}
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if (ent.HasComponent<SphereColliderComponent>())
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@@ -59,7 +59,7 @@ namespace Nuake
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auto shape = CreateRef<Physics::Sphere>(component.Radius);
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rigidBody = CreateRef<Physics::RigidBody>(rigidBodyComponent.Mass, transform.GetGlobalPosition(), transform.GetGlobalTransform(), shape, ent);
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PhysicsManager::Get()->RegisterBody(rigidBody);
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PhysicsManager::Get().RegisterBody(rigidBody);
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}
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if (ent.HasComponent<MeshColliderComponent>())
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@@ -82,7 +82,7 @@ namespace Nuake
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Ref<Mesh> mesh = submeshes[subMeshId];
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auto shape = CreateRef<Physics::MeshShape>(mesh);
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rigidBody = CreateRef<Physics::RigidBody>(rigidBodyComponent.Mass, transform.GetGlobalPosition(), transform.GetGlobalTransform(), shape, ent);
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PhysicsManager::Get()->RegisterBody(rigidBody);
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PhysicsManager::Get().RegisterBody(rigidBody);
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}
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}
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}
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@@ -123,7 +123,7 @@ namespace Nuake
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btRigidbody->SetEntityID(Entity{ e, m_Scene });
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brush.Rigidbody.push_back(btRigidbody);
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PhysicsManager::Get()->RegisterBody(btRigidbody);
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PhysicsManager::Get().RegisterBody(btRigidbody);
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}
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}
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@@ -209,11 +209,11 @@ namespace Nuake
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if (!Engine::IsPlayMode)
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return;
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PhysicsManager::Get()->Step(ts);
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PhysicsManager::Get().Step(ts);
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}
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void PhysicsSystem::Exit()
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{
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PhysicsManager::Get()->Reset();
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PhysicsManager::Get().Reset();
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}
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}
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