Move system initialization in systems.c, properly delete all entities when unloading map
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@@ -163,29 +163,9 @@ void drawPlayerInputUI();
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* MISC
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**********************************/
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static void setupSystems(ecs_world_t *ecs) {
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extern ecs_entity_t renderCollidersSystem;
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extern ecs_entity_t renderDebugPathSystem;
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ECS_OBSERVER(ecs, entityPathRemove, EcsOnRemove, Path);
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ECS_SYSTEM(ecs, entityUpdateSpatialID, EcsOnUpdate, Position, Size, Velocity, SpatialGridID);
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ECS_SYSTEM(ecs, entityUpdateKinematic, EcsOnUpdate, Position, Rotation, Velocity, Steering);
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ECS_SYSTEM(ecs, entityMoveToTarget, EcsOnUpdate, Position, Rotation, Velocity, TargetPosition, Steering);
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ECS_SYSTEM(ecs, entityFollowPath, EcsOnUpdate, Path);
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ECS_SYSTEM(ecs, handleUnitActionsSystem, EcsOnUpdate, UnitAction);
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ECS_SYSTEM(ecs, updateUnitAISystem, EcsOnUpdate, UnitAI, UnitAction);
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// Needs to be called after AI update, since it removes finished actions
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ECS_SYSTEM(ecs, updateUnitActionsSystem, EcsOnUpdate, UnitAction);
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ECS_SYSTEM(ecs, updateAnimationState, EcsOnUpdate, Animation, TextureRegion);
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ECS_SYSTEM(ecs, updateAnimation, EcsOnUpdate, Animation, TextureRegion);
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ECS_SYSTEM(ecs, updateEasingSystem, EcsOnUpdate, Easing, Position, Size, Rotation);
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ECS_SYSTEM(ecs, renderDebugPath, EcsOnUpdate, Path);
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ECS_SYSTEM(ecs, renderColliders, EcsOnUpdate, Position, Size);
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ECS_SYSTEM(ecs, renderRotationDirection, EcsOnUpdate, Position, Rotation);
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}
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void setupSystems();
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#endif //PIXELDEFENSE_SYSTEMS_H
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