void ProcessCollision(ref ShipComponent ship) { // Note: we are handling multiple collisions on each frame, make sure state is still valid. if (entitiesDB.Exists <ShipComponent>(ship.Collision.EntityId) == false) { return; } if (entitiesDB.Exists <ShipComponent>(ship.ID) == false) { return; } var shipLevel = entitiesDB.QueryEntity <ShipLevelComponent>(ship.ID); ref var points = ref entitiesDB.QueryEntity <PointsComponent>(ship.ID);
void ProcessCollision(ShipComponent ship) { ref var coin = ref entitiesDB.QueryEntity <CoinComponent>(ship.Collision.EntityId);