mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
Scripting: Basic copying of entities during runtime + Reference Components using UUID
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@@ -2,7 +2,7 @@ using GlitchyEngine.Core;
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namespace GlitchyEngine;
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public abstract class Component
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public abstract class Component : EngineObject
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{
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public Entity Entity { get; internal set; }
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public Entity Entity => new(_uuid);
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}
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@@ -14,7 +14,7 @@ public class Rigidbody2D : Component
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/// <param name="wakeUp">Wake up the body</param>
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public void ApplyForce(float2 force, float2 point, bool wakeUp = true)
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{
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ScriptGlue.Rigidbody2D_ApplyForce(Entity._uuid, force, point, wakeUp);
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ScriptGlue.Rigidbody2D_ApplyForce(_uuid, force, point, wakeUp);
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}
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/// <summary>
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@@ -25,7 +25,7 @@ public class Rigidbody2D : Component
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/// <param name="wakeUp">Wake up the body</param>
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public void ApplyForceToCenter(float2 force, bool wakeUp = true)
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{
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ScriptGlue.Rigidbody2D_ApplyForceToCenter(Entity._uuid, force, wakeUp);
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ScriptGlue.Rigidbody2D_ApplyForceToCenter(_uuid, force, wakeUp);
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}
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/// <summary>
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@@ -35,11 +35,11 @@ public class Rigidbody2D : Component
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{
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get
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{
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ScriptGlue.Rigidbody2D_GetPosition(Entity._uuid, out float2 position);
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ScriptGlue.Rigidbody2D_GetPosition(_uuid, out float2 position);
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return position;
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}
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set => ScriptGlue.Rigidbody2D_SetPosition(Entity._uuid, value);
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set => ScriptGlue.Rigidbody2D_SetPosition(_uuid, value);
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}
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/// <summary>
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@@ -49,11 +49,11 @@ public class Rigidbody2D : Component
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{
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get
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{
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ScriptGlue.Rigidbody2D_GetRotation(Entity._uuid, out float rotation);
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ScriptGlue.Rigidbody2D_GetRotation(_uuid, out float rotation);
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return rotation;
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}
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set => ScriptGlue.Rigidbody2D_SetRotation(Entity._uuid, value);
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set => ScriptGlue.Rigidbody2D_SetRotation(_uuid, value);
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}
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/// <summary>
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@@ -63,11 +63,11 @@ public class Rigidbody2D : Component
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{
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get
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{
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ScriptGlue.Rigidbody2D_GetLinearVelocity(Entity._uuid, out float2 velocity);
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ScriptGlue.Rigidbody2D_GetLinearVelocity(_uuid, out float2 velocity);
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return velocity;
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}
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set => ScriptGlue.Rigidbody2D_SetLinearVelocity(Entity._uuid, value);
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set => ScriptGlue.Rigidbody2D_SetLinearVelocity(_uuid, value);
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}
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/// <summary>
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@@ -77,10 +77,10 @@ public class Rigidbody2D : Component
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{
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get
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{
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ScriptGlue.Rigidbody2D_GetAngularVelocity(Entity._uuid, out float velocity);
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ScriptGlue.Rigidbody2D_GetAngularVelocity(_uuid, out float velocity);
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return velocity;
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}
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set => ScriptGlue.Rigidbody2D_SetAngularVelocity(Entity._uuid, value);
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set => ScriptGlue.Rigidbody2D_SetAngularVelocity(_uuid, value);
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}
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}
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@@ -72,7 +72,7 @@ public class Entity : EngineObject
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{
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return new T
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{
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Entity = this
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_uuid = _uuid
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};
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}
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@@ -111,7 +111,7 @@ public class Entity : EngineObject
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return new T
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{
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Entity = this
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_uuid = _uuid
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};
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}
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@@ -132,7 +132,9 @@ public class Entity : EngineObject
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Component component = Activator.CreateInstance(componentType) as Component;
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if (component != null)
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component.Entity = this;
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{
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component._uuid = _uuid;
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}
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return component;
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}
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@@ -160,7 +162,7 @@ public class Entity : EngineObject
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foreach ((Type componentType, int index) in componentTypes.WithIndex())
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{
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components[index] = Activator.CreateInstance(componentType) as Component;
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components[index].Entity = this;
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components[index]._uuid = _uuid;
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}
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return components;
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@@ -176,7 +178,7 @@ public class Entity : EngineObject
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{
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ScriptGlue.Entity_AddComponents(_uuid, new []{typeof(T1), typeof(T2)});
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return (new T1 { Entity = this }, new T2 { Entity = this });
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return (new T1 { _uuid = _uuid }, new T2 { _uuid = _uuid });
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}
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/// <summary>
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@@ -190,7 +192,7 @@ public class Entity : EngineObject
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{
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ScriptGlue.Entity_AddComponents(_uuid, new []{typeof(T1), typeof(T2), typeof(T3)});
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return (new T1 { Entity = this }, new T2 { Entity = this }, new T3 { Entity = this });
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return (new T1 { _uuid = _uuid }, new T2 { _uuid = _uuid }, new T3 { _uuid = _uuid });
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}
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#endregion Add Components
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@@ -26,10 +26,10 @@ public struct Collision2D
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/// Gets the rigidbody whose Collider takes part in the collision.
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/// This Rigidbody is either a component of the entity whose script instance received the event or a parent of it.
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/// </summary>
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public Rigidbody2D Rigidbody => new() { Entity = Entity };
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public Rigidbody2D Rigidbody => new() { _uuid = _entity };
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/// <summary>
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/// Gets the other rigidbody whose Collider takes part in the collision.
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/// </summary>
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public Rigidbody2D OtherRigidbody => new() { Entity = OtherEntity };
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public Rigidbody2D OtherRigidbody => new() { _uuid = _otherEntity };
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}
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