Files

126 lines
2.9 KiB
C#

using System;
using GlitchyEngine;
using GlitchyEngine.Editor;
using GlitchyEngine.Math;
using static GlitchyEngine.Math.Math;
namespace Sandbox
{
public enum MyEnum
{
Yes,
No,
Maybe
}
public struct MyStruct
{
public float TheFloat;
public float2 TheVector;
public MyEnum TheEnum;
}
class MyTestEntity : Entity
{
//[ShowInEditor]
RigidBody2D _rigidBody;
public bool Bo;
public byte By;
public ushort Us;
public uint Ui;
public ulong Ul;
public sbyte Sb;
public short Sh;
public int In;
public long Lo;
public float Fl;
public double Do;
public float2 V2;
public float3 V3;
public float4 V4;
public Entity TheEntity;
public float JumpForce = 2000;
[ShowInEditor] float MoveForce = 1000;
[ShowInEditor] private int MyNumber = 1337;
[ShowInEditor] public double MyDouble = 1000.0f;
public MyStruct AStruct;
public Camera Camera;
/// <summary>
/// Called after the script component was created. (The entity might not be fully created yet)
/// </summary>
void OnCreate()
{
Log.Info($"Create! {UUID}");
Log.Info($"Jump Force: {JumpForce}");
//_rigidBody ??= GetComponent<RigidBody2D>() ?? AddComponent<RigidBody2D>();
//Camera = FindEntityWithName("Camera").As<Camera>();
//if (Camera == null)
//{
// Log.Error("Camera not found.");
//}
}
/// <summary>
/// Called every frame.
/// </summary>
/// <param name="deltaTime"></param>
void OnUpdate(float deltaTime)
{
Log.Info($"On update: {deltaTime}");
//float2 force = float2.Zero;
//if (Input.IsKeyPressed(Key.A))
//{
// force.X -= MoveForce * deltaTime;
//}
//if (Input.IsKeyPressed(Key.D))
//{
// force.X += MoveForce * deltaTime;
//}
//if (Input.IsKeyPressed(Key.Q))
// Camera.DistanceFromPlayer -= deltaTime;
//if (Input.IsKeyPressed(Key.E))
// Camera.DistanceFromPlayer += deltaTime;
//if (Input.IsKeyPressing(Key.Space))
//{
// force.Y += JumpForce;
//}
//_rigidBody.ApplyForceToCenter(force);
//if (Input.IsMouseButtonReleasing(MouseButton.MiddleButton))
//{
// Log.Info($"Ouha! {MyNumber}");
// Physics2D.Gravity *= new float2(1, -1);
//}
}
/// <summary>
/// Called before the component is being destroyed.
/// </summary>
void OnDestroy()
{
Log.Trace("Destroy");
}
}
}