#include #include // Prefabs are entities that can be used as templates for other entities. They // are created with a builtin Prefab tag, which by default excludes them from // queries and systems. // // Prefab instances are entities that have an IsA relationship to the prefab. // The IsA relationship causes instances to inherit the components from the // prefab. By default all instances for a prefab share its components. // // Inherited components save memory as they only need to be stored once for all // prefab instances. They also speed up the creation of prefabs, as inherited // components don't need to be copied to the instances. // // To get a private copy of a component, an instance can add it which is called // an override. Overrides can be manual (by using add) or automatic (see the // override example). // // If a prefab has children, adding the IsA relationship instantiates the prefab // children for the instance (see hierarchy example). typedef struct { double value; } Defense; int main(int argc, char *argv[]) { ecs_world_t *ecs = ecs_init_w_args(argc, argv); ECS_COMPONENT(ecs, Defense); // Create a SpaceShip prefab with a Defense component. ecs_entity_t SpaceShip = ecs_new_prefab(ecs, "SpaceShip"); ecs_set(ecs, SpaceShip, Defense, {50}); // Create a prefab instance ecs_entity_t inst = ecs_new_entity(ecs, "my_spaceship"); ecs_add_pair(ecs, inst, EcsIsA, SpaceShip); // Because of the IsA relationship, the instance now shares the Defense // component with the prefab, and can be retrieved as a regular component: const Defense *d_inst = ecs_get(ecs, inst, Defense); printf("defense: %f\n", d_inst->value); // Because the component is shared, changing the value on the prefab will // also change the value for the instance: ecs_set(ecs, SpaceShip, Defense, { 100 }); printf("defense after set: %f\n", d_inst->value); // now prints 100 // Prefab components can be iterated like regular components: ecs_query_t *q = ecs_query(ecs, { .filter.terms = { { .id = ecs_id(Defense) } } }); ecs_iter_t it = ecs_query_iter(ecs, q); while (ecs_query_next(&it)) { Defense *d = ecs_field(&it, Defense, 1); for (int i = 0; i < it.count; i ++) { printf("%s: defense: %f\n", ecs_get_name(ecs, it.entities[i]), d[i].value); } } // Output: // defense: 50.000000 // defense after set: 100.000000 // my_spaceship: defense: 100.000000 return ecs_fini(ecs); }