mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 21:01:52 +00:00
Entity Creation and Destruction from scripts
- ScriptEngine: Allow destroying scripts during runtime
- Scripting:
- Create new entities using Constructors
- Added Destroy functions for Entities
- Added SetScript/RemoveScript functions for Entities
- Allow adding multiple components at once
- Added Is-Method
- Mono Wrapper: Added Array-Functions
- WorldEnumerator: Fixed crash due to dangling list pointer after entity creation
- Scene:
- Basic create Rigidbodies during runtime
- Start of entity copying (For runtime use)
- Added DestroyEntityDeferred
- SceneSerializer:
- Added option to assign new IDs to entities
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@@ -51,14 +51,17 @@ namespace GlitchyEngine.World
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cameraComponent.Camera.SetViewportSize(e.Scene._viewportWidth, e.Scene._viewportHeight);
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});
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/*_onComponentAddedHandlers.Add(typeof(Rigidbody2DComponent), (e, t, c) => {
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if ()
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_onComponentAddedHandlers.Add(typeof(Rigidbody2DComponent), (e, t, c) => {
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Rigidbody2DComponent* rigidbodyComponent = (.)c;
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Scene scene = e.Scene;
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Rigidbody2DComponent* rigidBodyComponent = (.)c;
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//cameraComponent.Camera.SetViewportSize(e.Scene._viewportWidth, e.Scene._viewportHeight);
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});*/
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if (scene._physicsWorld2D != null)
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{
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// TODO: Add rigidbody
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Log.EngineLogger.Error("Should have added a rigidbody");
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}
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});
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}
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public ~this()
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@@ -154,6 +157,14 @@ namespace GlitchyEngine.World
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targetEntity.AddComponent<TComponent>(*sourceComponent);
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}
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}
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private static void CopyComponent<TComponent>(Entity source, Entity target) where TComponent : struct, new
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{
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if (source.TryGetComponent<TComponent>(let component))
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{
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target.AddComponent<TComponent>(*component);
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}
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}
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b2Vec2 _gravity2D = .(0.0f, -9.8f);
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@@ -562,7 +573,7 @@ namespace GlitchyEngine.World
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Runtime = Scripts | Physics,
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}
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//private append List<UUID> _destroyQueue = .();
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private append List<Entity> _destroyQueue = .();
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public void Update(GameTime gameTime, UpdateMode mode)
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{
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@@ -680,6 +691,17 @@ namespace GlitchyEngine.World
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}
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}
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}
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if (!_destroyQueue.IsEmpty)
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{
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for (let entity in _destroyQueue)
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{
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DestroyEntity(entity);
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}
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_destroyQueue.Clear();
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}
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}
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/// Creates a new Entity with the given name.
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@@ -719,6 +741,46 @@ namespace GlitchyEngine.World
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_ecsWorld.RemoveEntity(entity.Handle);
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}
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/** Marks the given entity and it's children, so that they will be destroyed at the end of the frame.
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* @param entity The entity to delete.
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*/
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public void DestroyEntityDeferred(Entity entity)
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{
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_destroyQueue.Add(entity);
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for (Entity child in entity.EnumerateChildren)
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{
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DestroyEntityDeferred(child);
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}
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}
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/** Creates a copy of the given entity, including all components and children.
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* @param entity the entity to copy.
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* @returns the newly create entity.
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*/
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public Entity CreateInstance(Entity entity)
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{
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Entity CopyEntityAndChildren(Entity original)
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{
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Entity copy = CreateEntity(original.Name);
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// TODO: Copy components
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// This is kinda slow because it's in O(n*m) where n is the tree depth and m is the total number of entities in the scene...
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for (let child in original.EnumerateChildren)
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{
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Entity childCopy = CopyEntityAndChildren(child);
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childCopy.Parent = copy;
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}
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return copy;
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}
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Entity newEntity = CopyEntityAndChildren(entity);
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return newEntity;
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}
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public Result<Entity> GetEntityByID(UUID id)
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{
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