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@ -48,8 +48,16 @@ var position = world |
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// The "Position" struct is defined at the bottom of this example. |
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.InitComponent<Position>(); |
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world.New("One").Set(new Position( 0, 0)).Build(); |
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world.New("Two").Set(new Position(10, 20)).Build(); |
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// Create an "Entities" parent with two positioned entities inside. |
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var entities = world.New("Entities").Build(); |
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entities.NewChild("One").Set(new Position(-5, 0)).Build(); |
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entities.NewChild("Two").Set(new Position(10, 20)).Build(); |
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// Changed my mind: Let's multiply each entity's position by 10. |
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foreach (var child in entities.GetChildren()) { |
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ref var pos = ref child.GetRefOrThrow<Position>(); |
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pos = new(pos.X * 10, pos.Y * 10); |
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} |
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var onUpdate = world.LookupOrThrow("/flecs/pipeline/OnUpdate"); |
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@ -57,21 +65,21 @@ var onUpdate = world.LookupOrThrow("/flecs/pipeline/OnUpdate"); |
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// the "Position" component downwards by 2 every frame. |
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world.New("FallSystem").Build() |
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.InitSystem(onUpdate, new("Position"), iter => { |
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var positionSpan = iter.Field<Position>(1); |
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var posColumn = iter.Field<Position>(1); |
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for (var i = 0; i < iter.Count; i++) { |
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ref var position = ref positionSpan[i]; |
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position = new(position.X, position.Y + 2); |
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ref var pos = ref posColumn[i]; |
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pos = new(pos.X, pos.Y + 2); |
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} |
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}); |
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// Create a system that will print out entities' positions. |
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world.New("PrintPositionSystem").Build() |
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.InitSystem(onUpdate, new("[in] Position"), iter => { |
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var positionSpan = iter.Field<Position>(1); |
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var posColumn = iter.Field<Position>(1); |
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for (var i = 0; i < iter.Count; i++) { |
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var entity = iter.Entity(i); |
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var position = positionSpan[i]; |
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Console.WriteLine($"{entity.Name} is at {position}"); |
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var entity = iter.Entity(i); |
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var pos = posColumn[i]; |
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Console.WriteLine($"{entity.Name} is at {pos}"); |
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} |
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}); |
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