12 for (
const auto entity : view) {
22 static uint32_t count = 0;
32 entity.UnlinkFromParent();
33 entity.DestroyChildren();
39 void Animation::OnQuadAnimationCreate(entt::registry& registry, entt::entity entity) {
40 Entity e = entt::handle{ registry, entity };
44 renderer.m_AnimatorBound =
true;
#define CORI_PROFILE_FUNCTION()
A GameTimer is responsible for managing everything that is connected with time, ticks,...
Responsible for playing animations when attached to an entity.
Entities are the essential part of WorldSystem.
T & GetOrAddComponent(Args &&... args)
Retries or adds a component to the entity.
T & AddComponent(Args &&... args)
Adds a component to the entity.
decltype(auto) GetComponents()
Retries the references to the requested components of the entity.
A handle for the scene, checks for scene validity before any call to the scene, if scene is invalid a...
Entity CreateEntity(const std::string &name)
Creates an Entity with a default set of components.
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.
Renders a quad the transform.
Helper to exclude certain components from a static view.