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