Properly link flecs library
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73
engine/libs/flecs/examples/cpp/prefabs/override/src/main.cpp
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73
engine/libs/flecs/examples/cpp/prefabs/override/src/main.cpp
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#include <override.h>
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#include <iostream>
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// Overriding makes it possible for a prefab instance to obtain a private copy
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// of an inherited component. To override a component the regular add operation
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// is used. The overridden component will be initialized with the value of the
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// inherited component.
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//
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// In some cases a prefab instance should always have a private copy of an
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// inherited component. This can be achieved with an auto override which can be
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// added to a prefab. Components with an auto override are automatically
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// overridden when the prefab is instantiated.
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struct Attack {
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double value;
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};
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struct Defense {
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double value;
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};
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struct Damage {
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double value;
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};
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int main() {
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flecs::world ecs;
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// Attack and Damage are properties that can be shared across many
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// spaceships. This saves memory, and speeds up prefab creation as we don't
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// have to copy the values of Attack and Defense to private components.
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flecs::entity SpaceShip = ecs.prefab("SpaceShip")
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.set<Attack>({ 75 })
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.set<Defense>({ 100 });
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// Damage is a property that is private to a spaceship, so add an auto
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// override for it. This ensures that each prefab instance will have a
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// private copy of the component.
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SpaceShip.set_override<Damage>({ 0 });
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// Create a prefab instance.
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flecs::entity inst = ecs.entity("my_spaceship").is_a(SpaceShip);
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// The entity will now have a private copy of the Damage component, but not
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// of the Attack and Defense components. We can see this when we look at the
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// type of the instance:
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std::cout << inst.type().str() << "\n";
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// Even though Attack was not automatically overridden, we can always
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// override it manually afterwards by adding it:
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inst.add<Attack>();
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// The Attack component now shows up in the entity type:
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std::cout << inst.type().str() << "\n";
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// We can get all components on the instance, regardless of whether they
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// are overridden or not. Note that the overridden components (Attack and
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// Damage) are initialized with the values from the prefab component:
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const Attack *a = inst.get<Attack>();
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const Defense *d = inst.get<Defense>();
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const Damage *dmg = inst.get<Damage>();
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std::cout << "attack: " << a->value << "\n";
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std::cout << "defense: " << d->value << "\n";
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std::cout << "damage: " << dmg->value << "\n";
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// Output:
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// Damage, (Identifier,Name), (IsA,SpaceShip)
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// Attack, Damage, (Identifier,Name), (IsA,SpaceShip)
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// attack: 75
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// defense: 100
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// damage: 0
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}
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