void ModelComponent::Update(float dt) { Graphics* gSys = (Graphics*)Engine::GetCore()->GetSystem(ST_Graphics); gSys->AddDebugModel(this); Input* input = (Input*) Engine::GetCore()->GetSystem(ST_Input); InputHandler* handler = input->GetHandler(); Transform* tr = (Transform*)GetSibling(CT_Transform); PhysicsComponent* phys = (PhysicsComponent*) GetSibling(CT_PhysicsComponent); if(handler->Check("MoveRight")) { tr->SetPosition(tr->GetPosition() + Vector3(1.0f,0.0f,0.0f) * dt); phys->Reset(); } Model* newModel = gSys->GetModel(model_); if(newModel && base_ != newModel) { base_->RemoveInstance(this); base_ = newModel; base_->AddInstance(this); } }