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Runtime/EntitySystem.cs

Lines changed: 4 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -5,7 +5,7 @@ public abstract class EntitySystem<EntitySystemType, EntityComponentType> : IEnt
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where EntitySystemType : EntitySystem<EntitySystemType, EntityComponentType>, new()
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where EntityComponentType : EntityComponent<EntityComponentType, EntitySystemType>, new() {
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8-
/// Defines whether this component has been initialized.
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/// Defines whether this system has been initialized.
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private bool isInitialized = false;
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/// An instance reference to the controller.
@@ -14,10 +14,10 @@ public abstract class EntitySystem<EntitySystemType, EntityComponentType> : IEnt
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/// A list of the system's instantiated entity components.
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public System.Collections.Generic.List<EntityComponentType> entities { private set; get; } = new System.Collections.Generic.List<EntityComponentType> ();
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/// The first instantiated entity compoent if this system.
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/// The first instantiated entity compoent if this system has any.
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public EntityComponentType entity { private set; get; } = null;
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/// Defines the number of instantiated entity components this system has.
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/// Defines the number of instantiated entity components this system has any.
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public int entityCount { private set; get; } = 0;
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/// Defines whether the system has instantiated entity components.
@@ -96,7 +96,7 @@ public bool HasComponentOnEntity<C> (EntityComponentType entity) =>
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/// Creates a new entity.
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public EntityComponentType CreateEntity () =>
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new UnityEngine.GameObject ("entity " + typeof (EntityComponentType).Name)
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new UnityEngine.GameObject ("Entity " + typeof (EntityComponentType).Name)
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.AddComponent<EntityComponentType> ();
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/// Clones an entity.

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