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https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
Split up sprite and circle renderer component
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@@ -94,6 +94,7 @@ namespace GlitchyEngine.World
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CopyComponents<MeshComponent>(this, target);
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CopyComponents<EditorComponent>(this, target);
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CopyComponents<SpriteRendererComponent>(this, target);
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CopyComponents<CircleRendererComponent>(this, target);
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CopyComponents<CameraComponent>(this, target);
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CopyComponents<NativeScriptComponent>(this, target);
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CopyComponents<LightComponent>(this, target);
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@@ -309,6 +310,11 @@ namespace GlitchyEngine.World
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Renderer2D.DrawSprite(transform.WorldTransform, sprite, entity.Index);
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}
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for (var (entity, transform, circle) in _ecsWorld.Enumerate<TransformComponent, CircleRendererComponent>())
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{
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Renderer2D.DrawCircle(transform.WorldTransform, circle, entity.Index);
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}
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Renderer2D.EndScene();
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// Gamma correct composit target and draw it into viewport
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@@ -372,6 +378,11 @@ namespace GlitchyEngine.World
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Renderer2D.DrawSprite(transform.WorldTransform, sprite, entity.Index);
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}
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for (var (entity, transform, circle) in _ecsWorld.Enumerate<TransformComponent, CircleRendererComponent>())
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{
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Renderer2D.DrawCircle(transform.WorldTransform, circle, entity.Index);
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}
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Renderer2D.EndScene();
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Renderer2D.BeginScene(camera, .BackToFront);
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@@ -406,7 +417,7 @@ namespace GlitchyEngine.World
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entity.AddComponent<TransformComponent>();
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let nameComponent = entity.AddComponent<NameComponent>();
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nameComponent.SetName(name.IsEmpty ? "Entity" : name);
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nameComponent.Name = (name.IsEmpty ? "Entity" : name);
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// If no id is given generate a random one.
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IDComponent idComponent = (id == default) ? IDComponent() : IDComponent(id);
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