using System;
using GlitchyEngine.Math;
namespace GlitchyEngine;
class MyTestEntity : Entity
{
RigidBody2D _rigidBody;
///
/// Called after the script component was created. (The entity might not be fully created yet)
///
void OnCreate()
{
Log.Info($"Create! {UUID}");
_rigidBody ??= GetComponent() ?? AddComponent();
}
///
/// Called every frame.
///
///
void OnUpdate(float deltaTime)
{
Vector2 force = Vector2.Zero;
if (Input.IsKeyPressed(Key.A))
{
force.X -= 1000 * deltaTime;
}
if (Input.IsKeyPressed(Key.D))
{
force.X += 1000 * deltaTime;
}
if (Input.IsKeyPressing(Key.Space))
{
force.Y += 2000;
}
_rigidBody.ApplyForceToCenter(force);
//if (Input.IsMouseButtonReleasing(MouseButton.MiddleButton))
//{
// Log.Info("Ouha!");
// Physics2D.Gravity *= new Vector2(1, -1);
//}
}
///
/// Called before the component is being destroyed.
///
void OnDestroy()
{
Log.Trace("Destroy");
}
}