44 lines
1.0 KiB
C++
44 lines
1.0 KiB
C++
#include <Entity/EntityManager.h>
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#include <Entity/Entity.h>
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#include <Graphics/MeshRenderer.h>
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EntityID EntityManager::ID = 0;
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void InitEntityManager(NonNullPtr<World> world)
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{
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EntityManager* newManager = ArenaPushStruct<EntityManager>(world->WorldArena);
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world->EntityManager = newManager;
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newManager->Entities.Create(world->WorldArena JULIET_DEBUG_PARAM("Entities"));
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newManager->Arena = ArenaAllocate({ .Name = "Entity Arena" });
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}
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void ShutdownEntityManager()
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{
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GetEntityManager().Entities.Destroy();
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}
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EntityManager& GetEntityManager()
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{
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NonNullPtr entityManager = GetGameState()->World->EntityManager;
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return *entityManager;
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}
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void RegisterEntity(EntityManager& /*manager*/, Entity* entity)
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{
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entity->ID = EntityManager::ID++;
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}
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void UpdateEntityManager(EntityManager& manager)
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{
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for (Entity& ent : manager.Entities)
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{
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if (ent.MeshInstance != indexMax)
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{
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SetMeshInstanceTransform(ent.MeshInstance, MatrixTranslation(ent.X, ent.Y, 0.0f));
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}
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}
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}
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