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https://github.com/aharabada/glitchy-engine-beef.git
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Basic entity scripting
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@@ -0,0 +1,56 @@
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using System;
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using GlitchyEngine.Core;
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using GlitchyEngine.Math;
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namespace GlitchyEngine;
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internal struct EntityHandle
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{
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public uint Version;
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public uint Index;
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}
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public abstract class Entity : EngineObject
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{
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//private UUID _uuid;
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//public UUID UUID => _uuid;
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///// <summary>
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///// Empty constructor not used. Do NOT USE!
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///// </summary>
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//protected Entity()
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//{}
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//internal Entity(UUID uuid)
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//{
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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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{
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return null;
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}
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//public Transform Transform => new (){_uuid = _uuid};
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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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}
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// Will be executed once after the entity as be created.
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// void OnCreate();
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// Will be executed every frame.
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// void OnUpdate(GameTime);
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// Will be executed once when the entity is being destroyed.
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// void OnDestroy();
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}
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