Properly link flecs library
This commit is contained in:
78
engine/libs/flecs/examples/c/prefabs/override/src/main.c
Normal file
78
engine/libs/flecs/examples/c/prefabs/override/src/main.c
Normal file
@@ -0,0 +1,78 @@
|
||||
#include <override.h>
|
||||
#include <stdio.h>
|
||||
|
||||
// Overriding makes it possible for a prefab instance to obtain a private copy
|
||||
// of an inherited component. To override a component the regular add operation
|
||||
// is used. The overridden component will be initialized with the value of the
|
||||
// inherited component.
|
||||
//
|
||||
// In some cases a prefab instance should always have a private copy of an
|
||||
// inherited component. This can be achieved with an auto override which can be
|
||||
// added to a prefab. Components with an auto override are automatically
|
||||
// overridden when the prefab is instantiated.
|
||||
|
||||
typedef struct {
|
||||
double value;
|
||||
} Attack, Defense, Damage;
|
||||
|
||||
int main(int argc, char *argv[]) {
|
||||
ecs_world_t *ecs = ecs_init_w_args(argc, argv);
|
||||
|
||||
ECS_COMPONENT(ecs, Attack);
|
||||
ECS_COMPONENT(ecs, Defense);
|
||||
ECS_COMPONENT(ecs, Damage);
|
||||
|
||||
ecs_entity_t SpaceShip = ecs_new_prefab(ecs, "SpaceShip");
|
||||
|
||||
// Attack and Defense are properties that can be shared across many
|
||||
// spaceships. This saves memory, and speeds up prefab creation as we don't
|
||||
// have to copy the values of Attack and Defense to private components.
|
||||
ecs_set(ecs, SpaceShip, Attack, { 75 });
|
||||
ecs_set(ecs, SpaceShip, Defense, { 100 });
|
||||
|
||||
// Damage is a property that is private to a spaceship, so add an auto
|
||||
// override for it. This ensures that each prefab instance will have a
|
||||
// private copy of the component.
|
||||
ecs_set(ecs, SpaceShip, Damage, { 0 });
|
||||
ecs_override(ecs, SpaceShip, Damage);
|
||||
|
||||
// Create a prefab instance.
|
||||
ecs_entity_t inst = ecs_new_entity(ecs, "my_instance");
|
||||
ecs_add_pair(ecs, inst, EcsIsA, SpaceShip);
|
||||
|
||||
// The entity will now have a private copy of the Damage component, but not
|
||||
// of the Attack and Defense components. We can see this when we look at the
|
||||
// type of the instance:
|
||||
char *type = ecs_type_str(ecs, ecs_get_type(ecs, inst));
|
||||
printf("instance type = [%s]\n", type);
|
||||
ecs_os_free(type);
|
||||
|
||||
// Even though Attack was not automatically overridden, we can always
|
||||
// override it manually afterwards by adding it:
|
||||
ecs_add(ecs, inst, Attack);
|
||||
|
||||
// The Attack component now shows up in the entity type:
|
||||
type = ecs_type_str(ecs, ecs_get_type(ecs, inst));
|
||||
printf("instance type = [%s]\n", type);
|
||||
ecs_os_free(type);
|
||||
|
||||
// We can get all components on the instance, regardless of whether they
|
||||
// are overridden or not. Note that the overridden components (Attack and
|
||||
// Damage) are initialized with the values from the prefab component:
|
||||
const Attack *attack = ecs_get(ecs, inst, Attack);
|
||||
const Defense *defense = ecs_get(ecs, inst, Defense);
|
||||
const Damage *damage = ecs_get(ecs, inst, Damage);
|
||||
|
||||
printf("attack: %f\n", attack->value);
|
||||
printf("defense: %f\n", defense->value);
|
||||
printf("damage: %f\n", damage->value);
|
||||
|
||||
// Output:
|
||||
// instance type = [Damage, (Identifier,Name), (IsA,SpaceShip)]
|
||||
// instance type = [Attack, Damage, (Identifier,Name), (IsA,SpaceShip)]
|
||||
// attack: 75.000000
|
||||
// defense: 100.000000
|
||||
// damage: 0.000000
|
||||
|
||||
return ecs_fini(ecs);
|
||||
}
|
||||
Reference in New Issue
Block a user