BossFightUI now loads out of LevelManager and is treated like a normal level. This also adds a prototype for a different kind of 'stationary' boss to prototype its motions.
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9 changed files with 35 additions and 10 deletions
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@ -39,7 +39,7 @@ shared_ptr<gui::BossFightUI> LevelManager::create_bossfight(shared_ptr<DinkyECS:
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dbc::check(prev_world != nullptr, "Starter world for boss fights can't be null.");
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auto world = clone_load_world(prev_world);
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auto& config = prev_world->get_the<GameConfig>();
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auto& boss_data = config.bosses["RAT_KING"];
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auto& boss_data = config.bosses["DEVILS_FINGERS"];
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auto boss_id = world->entity();
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components::configure_entity($components, *world, boss_id, boss_data["components"]);
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