12 for (
const auto entity : view) {
22 void StateMachine::OnStateMachineCreate(entt::registry& registry, entt::entity entity) {
23 Entity e = entt::handle{ registry, entity };
#define CORI_PROFILE_FUNCTION()
A GameTimer is responsible for managing everything that is connected with time, ticks,...
float GetTimestep() const
Returns the current timeStep, scale is in seconds.
A StateMachine component is used in combination with custom objects derived from EntityState.
Entities are the essential part of WorldSystem.
decltype(auto) GetComponents()
Retries the references to the requested components of the entity.
A wrapper for an EnTT compile-time view that provides an iterator to access Entity instances directly...
decltype(auto) Get(Entity entity)
Retries the components from an entity, both the components and the entity should be in a view,...
void OnTickUpdate(Core::GameTimer &gameTimer) override
Anything connected to WorldSystem (ECS) is in this namespace.
Helper to exclude certain components from a static view.