#pragma once #include "Components.hpp" #include "Entity.hpp" #include "GameContext.hpp" #include #include void UpdateAllSystems(std::vector> &entities, GameContext &context, float deltaTime) { context.entities = &entities; context.worldEntity = (entities.size() > 0 && entities[0]) ? entities[0].get() : nullptr; context.wellEntity = (entities.size() > 1 && entities[1]) ? entities[1].get() : nullptr; context.probeEntity = (entities.size() > 2 && entities[2]) ? entities[2].get() : nullptr; context.hudEntity = (!entities.empty() && entities.back()) ? entities.back().get() : nullptr; for (auto &entity : entities) { if (!entity) { continue; } if (entity->context != &context) { entity->SetContext(&context); } entity->Update(deltaTime); } }