Demos update:
-modified texture atlas -fixed bug with high CPU usage (use pthread instead of builtin D multithreading) -added new graphics -snake now render tile coresponding to body part -snake is destroyed after collision and emit some particles -added some functionality to vectors -fixed documentation issue in Manager.d
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6 changed files with 366 additions and 23 deletions
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@ -1550,10 +1550,13 @@ export struct EntityManager
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}
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/************************************************************************************************************************
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*Allocate EntityTemplate with specifed components and returns pointer to it.
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*Allocate EntityTemplate from basic Template with modifications by adding and removing some components and returns pointer to it.
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*Arrays of components needen't to be checked for repeated components, as function itself check if components exist in base template.
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*
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*Params:
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*components_ids = array of components allocated with template
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*base_tmpl = template from which components sould be copied
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*components_ids = array of new components to add
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*remove_components_ids = array of components to remove from base template
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*/
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export EntityTemplate* allocateTemplate(EntityTemplate* base_tmpl,
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ushort[] components_ids, ushort[] remove_components_ids = null)
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