Entity
Entity - serves to identify an object in the game world and access attached components
- Represented as a 4 byte structure
Creation:
// Creating a single entity
// Method 1 - creating an “empty” entity
W.Entity entity = W.Entity.New();
// Method 2 - with component type (overload methods from 1-5 components)
W.Entity entity = W.Entity.New<Position>();
W.Entity entity = W.Entity.New<Position, Velocity, Name>();
// Method 3 - with component value (overload methods from 1-8 components)
W.Entity entity = W.Entity.New(new Position(x: 1, y: 1, z: 2));
W.Entity entity = W.Entity.New(
new Name { Val = "SomeName" },
new Velocity { Val = 1f },
new Position { Val = Vector3.One }
);
// Creating multiple entities
// Method 1 - with component type (overload methods from 1-5 components)
uint count = 100;
W.Entity.NewOnes<Position>(count);
// Method 2 - specifying component type (overload methods from 1-5 components) + delegate initialization of each entity
uint count = 100;
W.Entity.NewOnes<Position>(count, static entity => {
// some init logic for each entity
});
// Method 3 - with component value (overload methods from 1-5 components)
uint count = 100;
W.Entity.NewOnes(count, new Position(x: 1, y: 1, z: 2));
// Method 4 - with component value (overload methods from 1-5 components) + initialization delegate of each entity
uint count = 100;
W.Entity.NewOnes(count, new Position(x: 1, y: 1, z: 2), static entity => {
// some init logic for each entity
});
// When creating an entity, you can pass the cluster ID (by default, the entity is created in the default cluster W.DEFAULT_CLUSTER = 0).
var npc = W.Entity.New(clusterId: W.DEFAULT_CLUSTER);
// Attempt to create an entity in the cluster; if the world is dependent and there are no free entity identifiers left in it, false will be returned.
var created = W.Entity.TryNew(out var ent, clusterId: ENVIRONMENT_CLUSTER);
// An optional cluster identifier parameter has been added for all overloads.
W.Entity.New(
new Position(),
new Name(),
clusterId: NPC_CLUSTER
);
// When creating an entity, you can pass the chunk index (without specifying it; the chunk selection is determined by the world).
var entity = W.Entity.New(chunkIdx: chunkIdx);
// Попытаться создать сущность в чанке, если чанк полон вернется false
var created = W.Entity.TryNew(out var ent, chunkIdx: chunkIdx);
Basic operations:
W.Entity entity = W.Entity.New(
new Name { Val = "SomeName" },
new Velocity { Val = 1f },
new Position { Val = Vector3.One }
);
entity.Disable(); // Disable entity (a disabled entity is not found by default in queries (see Query))
entity.Enable(); // Enable entity
bool enabled = entity.IsEnabled(); // Check if the entity is enabled in the world
bool disabled = entity.IsDisabled(); // Check if the entity is disabled in the world
bool actual = entity.IsNotDestroyed(); // Check if an entity has been deleted in the world
short version = entity.Version(); // Get entity version
W.Entity clone = entity.Clone(); // Clone the entity and all components, tags
entity.Unload(); // Unload the entity from memory
entity.Destroy(); // Delete the entity and all components, tags
W.Entity entity2 = W.Entity.New<Name>();
clone.CopyTo(entity2); // Copy all components, tags to the specified entity
W.Entity entity3 = W.Entity.New<Name>();
entity2.MoveTo(entity3); // Move all components to the specified entity and delete the current entity
EntityGID gid = entity3.Gid(); // Get global entity identifier
var str = entity3.ToPrettyString(); // Get a string with all information about the entity
BoxedEntity<WorldType> boxed = entity3.Box(); // Get an entity class that implements IEntity
Additionally:
When initializing a world, you can pass a function that will be executed when any new entity is created
Example:
W.Create(WorldConfig.Default());
//...
W.OnCreateEntity(entity => entity.Add<Position, Rotation, Scale>());
//...
W.Initialize();