mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
Added basic component access in Scripts
This commit is contained in:
@@ -2,7 +2,7 @@ using GlitchyEngine.Core;
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namespace GlitchyEngine;
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public class Component : EngineObject
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public abstract class Component
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{
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public Entity Entity { get; internal set; }
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}
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@@ -0,0 +1,30 @@
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using GlitchyEngine.Math;
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namespace GlitchyEngine;
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public class RigidBody2D : Component
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{
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/// <summary>
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/// Apply a force at a world point.
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/// If the force is not applied at the center of mass, it will generate a torque and affect the angular velocity.
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/// This wakes up the body.
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/// </summary>
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/// <param name="force">The world force vector, usually in Newtons (N).</param>
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/// <param name="point">The world position of the point of application.</param>
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/// <param name="wakeUp">Wake up the body</param>
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public void ApplyForce(Vector2 force, Vector2 point, bool wakeUp = true)
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{
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ScriptGlue.RigidBody2D_ApplyForce(Entity._uuid, force, point, wakeUp);
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}
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/// <summary>
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/// Apply a force to the center of mass.
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/// This wakes up the body.
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/// </summary>
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/// <param name="force">The world force vector, usually in Newtons (N).</param>
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/// <param name="wakeUp">Wake up the body</param>
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public void ApplyForceToCenter(Vector2 force, bool wakeUp = true)
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{
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ScriptGlue.RigidBody2D_ApplyForceToCenter(Entity._uuid, force, wakeUp);
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}
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}
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@@ -1,8 +1,20 @@
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using GlitchyEngine.Core;
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using GlitchyEngine.Math;
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namespace GlitchyEngine;
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public class Transform : EngineObject
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public class Transform : Component
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{
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public Vector3 Translation
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{
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get
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{
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ScriptGlue.Transform_GetTranslation(Entity.UUID, out Vector3 translation);
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return translation;
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}
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set
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{
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ScriptGlue.Transform_SetTranslation(Entity.UUID, in value);
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}
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}
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}
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+100
-10
@@ -1,4 +1,5 @@
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using System;
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using System.Runtime.CompilerServices;
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using GlitchyEngine.Core;
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using GlitchyEngine.Math;
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@@ -27,24 +28,113 @@ public abstract class Entity : EngineObject
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// _uuid = uuid;
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//}
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public T GetComponent<T>() where T : Component
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public bool HasComponent<T>() => HasComponent(typeof(T));
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public bool HasComponent(Type type) => ScriptGlue.Entity_HasComponent(_uuid, type);
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/// <summary>
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/// Gets the component with the specified type.
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/// </summary>
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/// <typeparam name="T">The type of the component to get.</typeparam>
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/// <returns>The component or null, if the entity doesn't have a component of the specified type.</returns>
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public T GetComponent<T>() where T : Component, new()
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{
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Log.Info("Trying to get component");
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if (HasComponent<T>())
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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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};
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}
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return null;
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}
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/// <summary>
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/// Gets the component with the given type.
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/// </summary>
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/// <param name="componentType">The type of the component to get.</param>
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/// <returns>The component or null, if the entity doesn't have a component of the given type.</returns>
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/// <remarks>For performance reasons it is recommended to use <see cref="GetComponent{T}"/> if possible.</remarks>
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public Component GetComponent(Type componentType)
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{
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// TODO: probably throw!
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if (!componentType.IsSubclassOf(typeof(Component))) return null;
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if (HasComponent(componentType))
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{
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return Activator.CreateInstance(componentType) as Component;
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}
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//public Transform Transform => new (){_uuid = _uuid};
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return null;
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}
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/// <summary>
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/// Gets the component with the specified component type.
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/// </summary>
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/// <typeparam name="T">The type of the component to add.</typeparam>
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/// <returns>The component.</returns>
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public T AddComponent<T>() where T : Component, new()
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{
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ScriptGlue.Entity_AddComponent(_uuid, typeof(T));
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return new T
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{
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Entity = this
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};
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}
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/// <summary>
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/// Gets the component with the given component type.
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/// </summary>
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/// <param name="componentType">The type of the component to add.</param>
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/// <returns>The component or null, if the given type is not a valid component type.</returns>
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/// <remarks>For performance reasons it is recommended to use <see cref="AddComponent{T}"/> if possible.</remarks>
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public Component AddComponent(Type componentType)
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{
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// TODO: probably throw!
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if (!componentType.IsSubclassOf(typeof(Component))) return null;
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ScriptGlue.Entity_AddComponent(_uuid, componentType);
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Component component = Activator.CreateInstance(componentType) as Component;
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return component;
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}
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/// <summary>
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/// Removes the component with the specified component type.
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/// </summary>
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/// <typeparam name="T">The type of the component to remove.</typeparam>
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public void RemoveComponent<T>() where T : Component, new()
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{
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ScriptGlue.Entity_RemoveComponent(_uuid, typeof(T));
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}
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/// <summary>
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/// Removes the component with the given component type.
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/// </summary>
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/// <param name="componentType">The type of the component to remove.</param>
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/// <remarks>For performance reasons it is recommended to use <see cref="RemoveComponent{T}"/> if possible.</remarks>
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public void RemoveComponent(Type componentType)
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{
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// TODO: probably throw!
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if (!componentType.IsSubclassOf(typeof(Component))) return;
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ScriptGlue.Entity_RemoveComponent(_uuid, componentType);
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}
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public Transform Transform => GetComponent<Transform>();
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public Vector3 Translation
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{
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get
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{
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ScriptGlue.Entity_GetTranslation(_uuid, out Vector3 translation);
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return translation;
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}
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set => ScriptGlue.Entity_SetTranslation(_uuid, value);
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get => Transform.Translation;
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set => Transform.Translation = value;
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}
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// Will be executed once after the entity as be created.
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// void OnCreate();
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@@ -120,7 +120,18 @@ public struct Vector3
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{
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return !(a == b);
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}
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public override int GetHashCode()
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{
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unchecked
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{
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var hashCode = X.GetHashCode();
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hashCode = (hashCode * 397) ^ Y.GetHashCode();
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hashCode = (hashCode * 397) ^ Z.GetHashCode();
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return hashCode;
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}
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}
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public override string ToString()
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{
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return $"X:{X}, Y:{Y}, Z:{Z}";
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+17
-10
@@ -5,7 +5,7 @@ namespace GlitchyEngine;
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class MyTestEntity : Entity
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{
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//Rigidbody2D _rigidBody;
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RigidBody2D _rigidBody;
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/// <summary>
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/// Called after the script component was created. (The entity might not be fully created yet)
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@@ -14,7 +14,7 @@ class MyTestEntity : Entity
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{
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Log.Info($"Create! {UUID}");
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//_rigidBody = GetComponent<Rigidbody2D>();
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_rigidBody = GetComponent<RigidBody2D>();
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}
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///// <summary>
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@@ -31,18 +31,25 @@ class MyTestEntity : Entity
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/// <param name="deltaTime"></param>
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void OnUpdate(float deltaTime)
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{
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Vector2 force = Vector2.Zero;
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if (Input.IsKeyPressed(Key.A))
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{
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Log.Info($"HALLO!");
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Vector3 translation = Translation;
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translation.Y += 1.0f * deltaTime;
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Translation = translation;
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//_rigidBody.ApplyImpulse(new Vector2(0, 10));
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force.X -= 1000 * deltaTime;
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}
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if (Input.IsKeyPressed(Key.D))
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{
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force.X += 1000 * deltaTime;
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}
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if (Input.IsKeyPressing(Key.Space))
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{
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force.Y += 2000;
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}
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_rigidBody.ApplyForceToCenter(force);
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if (Input.IsMouseButtonReleasing(MouseButton.LeftButton))
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{
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Log.Info("Ouha!");
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@@ -44,6 +44,7 @@
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</ItemGroup>
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<ItemGroup>
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<Compile Include="Components\Component.cs" />
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<Compile Include="Components\RigidBody2D.cs" />
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<Compile Include="Components\Transform.cs" />
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<Compile Include="Core\EngineObject.cs" />
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<Compile Include="Core\UUID.cs" />
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@@ -1,3 +1,4 @@
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using System;
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using System.Runtime.CompilerServices;
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using GlitchyEngine.Core;
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using GlitchyEngine.Math;
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@@ -9,8 +10,37 @@ namespace GlitchyEngine;
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/// </summary>
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internal static class ScriptGlue
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{
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#region Entity
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[MethodImpl(MethodImplOptions.InternalCall)]
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internal static extern void Entity_GetTranslation(UUID entityId, out Vector3 translation);
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internal static extern void Entity_AddComponent(UUID entityId, Type componentType);
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[MethodImpl(MethodImplOptions.InternalCall)]
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internal static extern void Entity_SetTranslation(UUID entityId, in Vector3 translation);
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internal static extern bool Entity_HasComponent(UUID entityId, Type componentType);
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[MethodImpl(MethodImplOptions.InternalCall)]
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internal static extern void Entity_RemoveComponent(UUID entityId, Type componentType);
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#endregion Entity
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#region TransformComponent
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[MethodImpl(MethodImplOptions.InternalCall)]
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internal static extern void Transform_GetTranslation(UUID entityId, out Vector3 translation);
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[MethodImpl(MethodImplOptions.InternalCall)]
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internal static extern void Transform_SetTranslation(UUID entityId, in Vector3 translation);
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#endregion TransformComponent
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#region RigidBody2D
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[MethodImpl(MethodImplOptions.InternalCall)]
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internal static extern void RigidBody2D_ApplyForce(UUID entityId, in Vector2 force, Vector2 point, bool wakeUp);
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[MethodImpl(MethodImplOptions.InternalCall)]
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internal static extern void RigidBody2D_ApplyForceToCenter(UUID entityId, in Vector2 force, bool wakeUp);
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#endregion RigidBody2D
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}
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