Fix bug with follow path system
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@@ -9,7 +9,7 @@ static Position getBottomLeftPos(Position pos, Size size) {
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return (Position) {pos.x - size.x * 0.5f, pos.y - size.y * 0.5f};
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}
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void entitySpatialRemoved(ecs_iter_t *it) {
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void entitySpatialRemove(ecs_iter_t *it) {
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Game *game = ecs_singleton_get_mut(ECS, Game);
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Position *pos = ecs_field(it, Position, 1);
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SpatialGridID *spatialID = ecs_field(it, SpatialGridID , 2);
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@@ -20,7 +20,7 @@ void entitySpatialRemoved(ecs_iter_t *it) {
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}
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void entityPathRemoved(ecs_iter_t *it) {
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void entityPathRemove(ecs_iter_t *it) {
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Game *game = ecs_singleton_get_mut(ECS, Game);
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BzObjectPool *pool = game->pools.pathData;
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Path *path = ecs_field(it, Path, 1);
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@@ -154,11 +154,11 @@ void entityFollowPath(ecs_iter_t *it) {
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for (i32 i = 0; i < it->count; i++) {
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ecs_entity_t entity = it->entities[i];
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TargetPosition target = path[i].paths->waypoints[path[i].curWaypoint];
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Path *entityPath = &path[i];
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TargetPosition target = entityPath->paths->waypoints[entityPath->curWaypoint];
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if (!ecs_has(ECS, entity, TargetPosition)) {
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ecs_set_ptr(ECS, entity, TargetPosition, &target);
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path[i].curWaypoint++;
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if (path[i].curWaypoint >= path[i].paths->numWaypoints) {
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path[i].curWaypoint = 0;
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PathData *oldPath = path[i].paths;
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@@ -166,6 +166,8 @@ void entityFollowPath(ecs_iter_t *it) {
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path[i].paths = path[i].paths->next;
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if (!path[i].paths) ecs_remove(ECS, it->entities[i], Path);
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}
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ecs_set_ptr(ECS, entity, TargetPosition, &target);
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path[i].curWaypoint++;
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}
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}
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}
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