Example #1
0
        /// <summary>
        /// Assure that an entity has the components. If an entity already possess one of them, it will not get replaced.
        /// </summary>
        /// <param name="entityHandle"></param>
        /// <param name="componentTypeSpan"></param>
        public void AssureComponents(GameEntityHandle entityHandle, Span <ComponentType> componentTypeSpan)
        {
            var updateArchetype = false;
            var entityBoard     = Boards.Entity;

            foreach (ref readonly var componentType in componentTypeSpan)
            {
                // TODO: support for shared component
                if (entityBoard.GetComponentColumn(componentType.Id)[(int)entityHandle.Id].Valid)
                {
                    continue;
                }

                var componentBoard = GameWorldLL.GetComponentBoardBase(Boards.ComponentType, componentType);
                var cRef           = new ComponentReference(componentType, GameWorldLL.CreateComponent(componentBoard));

                GameWorldLL.AssignComponent(componentBoard, cRef, Boards.Entity, entityHandle);
                GameWorldLL.SetOwner(componentBoard, cRef, entityHandle);

                updateArchetype = true;
            }

            if (updateArchetype)
            {
                GameWorldLL.UpdateArchetype(Boards.Archetype, Boards.ComponentType, Boards.Entity, entityHandle);
            }
        }
Example #2
0
        /// <summary>
        /// Add and remove multiple component to an entity
        /// </summary>
        /// <param name="entityHandle"></param>
        /// <param name="componentType"></param>
        /// <returns></returns>
        public void AddRemoveMultipleComponent(GameEntityHandle entityHandle, Span <ComponentType> addSpan, Span <ComponentType> removeSpan)
        {
            ThrowOnInvalidHandle(entityHandle);

            var updateArch = false;

            foreach (ref readonly var componentType in addSpan)
            {
                var componentBoard = GameWorldLL.GetComponentBoardBase(Boards.ComponentType, componentType);
                var cRef           = new ComponentReference(componentType, GameWorldLL.CreateComponent(componentBoard));

                updateArch |= GameWorldLL.AssignComponent(componentBoard, cRef, Boards.Entity, entityHandle);
                GameWorldLL.SetOwner(componentBoard, cRef, entityHandle);
            }

            foreach (ref readonly var componentType in removeSpan)
            {
                updateArch |= GameWorldLL.RemoveComponentReference(GameWorldLL.GetComponentBoardBase(Boards.ComponentType, componentType), componentType, Boards.Entity, entityHandle);
            }

            if (updateArch)
            {
                GameWorldLL.UpdateArchetype(Boards.Archetype, Boards.ComponentType, Boards.Entity, entityHandle);
            }
        }
        /// <summary>
        /// Create a new component
        /// </summary>
        /// <typeparam name="T"></typeparam>
        /// <returns></returns>
        public ComponentReference CreateComponent <T>()
            where T : struct, IEntityComponent
        {
            var componentType = AsComponentType <T>();

            return(new ComponentReference(componentType, GameWorldLL.CreateComponent(GameWorldLL.GetComponentBoardBase(Boards.ComponentType, componentType))));
        }
Example #4
0
        /// <summary>
        /// Add multiple component to an entity
        /// </summary>
        /// <param name="entityHandle"></param>
        /// <param name="componentType"></param>
        /// <remarks>
        ///	If you wish to not replace existing components, use <see cref="AssureComponents"/> (a bit slower than this method)
        /// </remarks>
        public void AddMultipleComponent(GameEntityHandle entityHandle, Span <ComponentType> componentTypeSpan)
        {
            ThrowOnInvalidHandle(entityHandle);

            foreach (ref readonly var componentType in componentTypeSpan)
            {
                var componentBoard = GameWorldLL.GetComponentBoardBase(Boards.ComponentType, componentType);
                var cRef           = new ComponentReference(componentType, GameWorldLL.CreateComponent(componentBoard));

                GameWorldLL.AssignComponent(componentBoard, cRef, Boards.Entity, entityHandle);
                GameWorldLL.SetOwner(componentBoard, cRef, entityHandle);
            }

            GameWorldLL.UpdateArchetype(Boards.Archetype, Boards.ComponentType, Boards.Entity, entityHandle);
        }
Example #5
0
        /// <summary>
        /// Add a component to an entity
        /// </summary>
        /// <param name="entityHandle"></param>
        /// <param name="componentType"></param>
        /// <returns></returns>
        public ComponentReference AddComponent(GameEntityHandle entityHandle, ComponentType componentType)
        {
            ThrowOnInvalidHandle(entityHandle);

            var componentBoard = GameWorldLL.GetComponentBoardBase(Boards.ComponentType, componentType);
            var cRef           = new ComponentReference(componentType, GameWorldLL.CreateComponent(componentBoard));

            GameWorldLL.SetOwner(componentBoard, cRef, entityHandle);
            // Only update archetype if this is a new component to the entity, and not just an update
            if (GameWorldLL.AssignComponent(componentBoard, cRef, Boards.Entity, entityHandle))
            {
                GameWorldLL.UpdateArchetype(Boards.Archetype, Boards.ComponentType, Boards.Entity, entityHandle);
            }

            return(cRef);
        }
 /// <summary>
 /// Create a new component
 /// </summary>
 /// <param name="componentType"></param>
 /// <returns></returns>
 public ComponentReference CreateComponent(ComponentType componentType)
 {
     return(new ComponentReference(componentType, GameWorldLL.CreateComponent(GameWorldLL.GetComponentBoardBase(Boards.ComponentType, componentType))));
 }