Properly link flecs library
This commit is contained in:
@@ -0,0 +1,16 @@
|
||||
#ifndef COMPONENT_INHERITANCE_H
|
||||
#define COMPONENT_INHERITANCE_H
|
||||
|
||||
/* This generated file contains includes for project dependencies */
|
||||
#include "component_inheritance/bake_config.h"
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
@@ -0,0 +1,24 @@
|
||||
/*
|
||||
)
|
||||
(.)
|
||||
.|.
|
||||
| |
|
||||
_.--| |--._
|
||||
.-'; ;`-'& ; `&.
|
||||
\ & ; & &_/
|
||||
|"""---...---"""|
|
||||
\ | | | | | | | /
|
||||
`---.|.|.|.---'
|
||||
|
||||
* This file is generated by bake.lang.c for your convenience. Headers of
|
||||
* dependencies will automatically show up in this file. Include bake_config.h
|
||||
* in your main project file. Do not edit! */
|
||||
|
||||
#ifndef COMPONENT_INHERITANCE_BAKE_CONFIG_H
|
||||
#define COMPONENT_INHERITANCE_BAKE_CONFIG_H
|
||||
|
||||
/* Headers of public dependencies */
|
||||
#include <flecs.h>
|
||||
|
||||
#endif
|
||||
|
||||
@@ -0,0 +1,11 @@
|
||||
{
|
||||
"id": "component_inheritance",
|
||||
"type": "application",
|
||||
"value": {
|
||||
"use": [
|
||||
"flecs"
|
||||
],
|
||||
"language": "c++",
|
||||
"public": false
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,58 @@
|
||||
#include <component_inheritance.h>
|
||||
#include <iostream>
|
||||
|
||||
// This example shows how rules can be used to match simple inheritance trees.
|
||||
|
||||
struct Unit { };
|
||||
struct CombatUnit : Unit { };
|
||||
struct MeleeUnit : CombatUnit { };
|
||||
struct RangedUnit : CombatUnit { };
|
||||
|
||||
struct Warrior : MeleeUnit { };
|
||||
struct Wizard : RangedUnit { };
|
||||
struct Marksman : RangedUnit { };
|
||||
struct Builder : Unit { };
|
||||
|
||||
int main(int, char *[]) {
|
||||
flecs::world ecs;
|
||||
|
||||
// Make the ECS aware of the inheritance relationships. Note that IsA
|
||||
// relationship used here is the same as in the prefab example.
|
||||
ecs.component<CombatUnit>().is_a<Unit>();
|
||||
ecs.component<MeleeUnit>().is_a<CombatUnit>();
|
||||
ecs.component<RangedUnit>().is_a<CombatUnit>();
|
||||
|
||||
ecs.component<Warrior>().is_a<MeleeUnit>();
|
||||
ecs.component<Wizard>().is_a<RangedUnit>();
|
||||
ecs.component<Marksman>().is_a<RangedUnit>();
|
||||
ecs.component<Builder>().is_a<Unit>();
|
||||
|
||||
// Create a few units
|
||||
ecs.entity("warrior_1").add<Warrior>();
|
||||
ecs.entity("warrior_2").add<Warrior>();
|
||||
|
||||
ecs.entity("marksman_1").add<Marksman>();
|
||||
ecs.entity("marksman_2").add<Marksman>();
|
||||
|
||||
ecs.entity("wizard_1").add<Wizard>();
|
||||
ecs.entity("wizard_2").add<Wizard>();
|
||||
|
||||
ecs.entity("builder_1").add<Builder>();
|
||||
ecs.entity("builder_2").add<Builder>();
|
||||
|
||||
// Create a rule to find all ranged units
|
||||
flecs::rule<RangedUnit> r = ecs.rule<RangedUnit>();
|
||||
|
||||
// Iterate the rule
|
||||
r.each([](flecs::entity e, RangedUnit) {
|
||||
std::cout << "Unit " << e.name() << " found\n";
|
||||
});
|
||||
|
||||
r.destruct();
|
||||
|
||||
// Output:
|
||||
// Unit wizard_1 found
|
||||
// Unit wizard_2 found
|
||||
// Unit marksman_1 found
|
||||
// Unit marksman_2 found
|
||||
}
|
||||
Reference in New Issue
Block a user