Files
PixelDefense/engine/libs/flecs/examples/cpp/prefabs/basics/src/main.cpp

57 lines
2.0 KiB
C++

#include <basics.h>
#include <iostream>
// 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
// auto_override example).
//
// If a prefab has children, adding the IsA relationship instantiates the prefab
// children for the instance (see hierarchy example).
struct Defense {
double value;
};
int main() {
flecs::world ecs;
// Create a SpaceShip prefab with a Defense component.
flecs::entity SpaceShip = ecs.prefab("SpaceShip")
.set<Defense>({ 50 });
// Create a prefab instance
flecs::entity inst = ecs.entity("my_spaceship").is_a(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 = inst.get<Defense>();
std::cout << "defense: " << d_inst->value << "\n";
// Because the component is shared, changing the value on the prefab will
// also change the value for the instance:
SpaceShip.set<Defense>({ 100 });
std::cout << "defense after set: " << d_inst->value << "\n";
// Prefab components can be iterated like regular components:
ecs.each([](flecs::entity e, Defense& d) {
std::cout << e.path() << ": " << d.value << "\n";
});
// Output:
// defense: 50
// defense after set: 100
// ::my_spaceship: 100
}