Partial entity inspector
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@@ -46,7 +46,7 @@ typedef struct TileSize {
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extern ECS_COMPONENT_DECLARE(TileSize);
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typedef struct Owner {
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BuildingType playerID;
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int32_t playerID;
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} Owner;
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extern ECS_COMPONENT_DECLARE(Owner);
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@@ -133,12 +133,6 @@ typedef struct Easing {
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} Easing;
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extern ECS_COMPONENT_DECLARE(Easing);
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typedef struct EntityArms {
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ecs_entity_t left;
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ecs_entity_t right;
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} EntityArms;
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//extern ECS_COMPONENT_DECLARE(EntityArms);
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/**********************************************************
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* Event components
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*********************************************************/
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@@ -153,8 +147,6 @@ typedef struct EntityArms {
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* Gameplay components
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*********************************************************/
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typedef Vector2 ItemOffset;
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typedef struct WeaponMelee {
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ecs_entity_t weapon;
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f32 reach;
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@@ -219,8 +211,47 @@ void initComponentIDs(ecs_world_t *ecs);
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void igTagCheckbox(const char *label, ecs_world_t *ecs,
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ecs_entity_t entity, ecs_entity_t tag);
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void igResource(const char *label, ecs_world_t *ecs,
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typedef void(*ImGuiCompFn)(ecs_world_t *ecs, ecs_entity_t entity, ecs_entity_t comp);
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void igResource(ecs_world_t *ecs,
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ecs_entity_t entity, ecs_entity_t comp);
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void igVec2(const char *label, ecs_world_t *ecs,
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void igTilePosition(ecs_world_t *ecs,
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ecs_entity_t entity, ecs_entity_t comp);
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void igTileSize(ecs_world_t *ecs,
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ecs_entity_t entity, ecs_entity_t comp);
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void igOwner(ecs_world_t *ecs,
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ecs_entity_t entity, ecs_entity_t comp);
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void igSpatialGridID(ecs_world_t *ecs,
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ecs_entity_t entity, ecs_entity_t comp);
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void igVec2Comp(ecs_world_t *ecs,
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ecs_entity_t entity, ecs_entity_t comp);
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void igFloat(ecs_world_t *ecs,
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ecs_entity_t entity, ecs_entity_t comp);
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void igPath(ecs_world_t *ecs,
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ecs_entity_t entity, ecs_entity_t comp);
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void igTextureRegion(ecs_world_t *ecs,
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ecs_entity_t entity, ecs_entity_t comp);
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void igAnimation(ecs_world_t *ecs,
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ecs_entity_t entity, ecs_entity_t comp);
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void igEasing(ecs_world_t *ecs,
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ecs_entity_t entity, ecs_entity_t comp);
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void igArms(ecs_world_t *ecs,
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ecs_entity_t entity, ecs_entity_t comp);
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void igArm(ecs_world_t *ecs,
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ecs_entity_t entity, ecs_entity_t comp);
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void igUnitAction(ecs_world_t *ecs,
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ecs_entity_t entity, ecs_entity_t comp);
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void igUnitAI(ecs_world_t *ecs,
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ecs_entity_t entity, ecs_entity_t comp);
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void igWorker(ecs_world_t *ecs,
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ecs_entity_t entity, ecs_entity_t comp);
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void igUnit(ecs_world_t *ecs,
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ecs_entity_t entity, ecs_entity_t comp);
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#endif //PIXELDEFENSE_COMPONENTS_H
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