void BounceCollisionSubSystem::Update( Actor& actor, double DeltaTime )
{
    Opt<BounceCollisionComponent> bounceCC = actor.Get<BounceCollisionComponent>();
    if (mShotCollisionSubSystem.IsValid()&&bounceCC->IsUseShotCollision())
    {
        mShotCollisionSubSystem->Update(actor, DeltaTime);
    }
}
void BounceCollisionSubSystem::Collide( Actor& actor, Actor& other )
{
    Opt<BounceCollisionComponent> bounceCC = actor.Get<BounceCollisionComponent>();
    if (mShotCollisionSubSystem.IsValid() && bounceCC->IsUseShotCollision())
    {
        mShotCollisionSubSystem->Collide(actor, other);
    }
    //TODO: for now its wallcc should be a bouncableComponent or this should be a collision class
    Opt<WallCollisionComponent> wallCC = other.Get<WallCollisionComponent>();
    if( !wallCC.IsValid() )
    {
        return;
    }
    Opt<IPositionComponent> positionC = actor.Get<IPositionComponent>();
    Opt<IMoveComponent> moveC = actor.Get<IMoveComponent>();

    Opt<IPositionComponent> otherPositionC = other.Get<IPositionComponent>();
    Opt<ICollisionComponent> otherCC = other.Get<ICollisionComponent>();
    if ( !otherPositionC.IsValid() || !otherCC.IsValid() || !positionC.IsValid() )
    {
        return;
    }
    double const dx = otherPositionC->GetX() - positionC->GetX();
    double const dy = otherPositionC->GetY() - positionC->GetY();

    const double h = moveC->GetHeading();
    double c = cos( h );
    double s = sin( h );
    double at = atan2( s, c );
    double at2 = atan2( c, s );
    if( std::abs( dx ) > std::abs( dy ) )
    {
        c *= -1;
    }
    else if( std::abs( dx ) < std::abs( dy ) )
    {
        s *= -1;
    }
    moveC->SetHeading( atan2( s, c ) );
    moveC->GetSpeed().mBase.Set( moveC->GetSpeed().mBase.Get() * ( 1.0 - bounceCC->GetSpeedLossPercent() ) );
    if (bounceCC->GetHitCountToKill() > 0)
    {
        bounceCC->SetHitCountToKill(bounceCC->GetHitCountToKill() - 1);
    }
    if (bounceCC->IsResetActorsCollidedOnBounce())
    {
        bounceCC->ResetDamagedActorIds();
    }
}