本文整理汇总了C++中EntityManager::GetLastEntity方法的典型用法代码示例。如果您正苦于以下问题:C++ EntityManager::GetLastEntity方法的具体用法?C++ EntityManager::GetLastEntity怎么用?C++ EntityManager::GetLastEntity使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类EntityManager
的用法示例。
在下文中一共展示了EntityManager::GetLastEntity方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: Update
void TriggerSystem::Update(double pDeltaTime)
{
if (mCreateNextLevel)
{
mCurrentLevel++;
//if we have enough maps
if (mMapNames.size() - 1 >= mCurrentLevel)
{
LevelManager::GetInstance()->GenerateWorld(mMapNames[mCurrentLevel]);
}
mCreateNextLevel = false;
}
EntityManager* tEntMan = tEntMan->GetInstance();
ComponentTable* tCompTable = tCompTable->GetInstance();
int tMaxEnt = tEntMan->GetLastEntity();
mNumOfBallsActive = 0;
mNumOfGoalBlocksActive = 0;
//check how many balls we have active and goals cause why not
for (int i = 0; i < tMaxEnt; i++)
{
if (tCompTable->HasComponent(i, LabelType))
{
Label tLabel = GetComponent<LabelComponent>(i)->mLabel;
if (tLabel == Label::Ball)
{
mNumOfBallsActive++;
}
else if (tLabel == Label::GoalBlock)
{
mNumOfGoalBlocksActive++;
}
}
}
//if no goal blocks, we go to next map, even if we can do this by event, we might explode or something that doesn't trigger, not sure how we want it
if (mNumOfGoalBlocksActive == 0 && mNumOfBallsActive != 0)
{
//DEBUG
#ifdef _DEBUG
cout << "WARNING - MAP HAS NO GOAL LEFT, EITHER WRONG IN MAP OR SOME REALLY WIERD BUG" << endl;
#endif
//END DEBUG
}
}
示例2: Update
void InputSystem::Update(double pDeltaTime)
{
mKeyState = SDL_GetKeyboardState(NULL);
CheckKeyboard();
//HandleInput();
EntityManager* tEntManager = tEntManager->GetInstance();
ComponentTable* tCompTable = tCompTable->GetInstance();
int tMaxEnt = tEntManager->GetLastEntity();
for (int i = 0; i < tMaxEnt; i++)
{
if (tCompTable->HasComponent(i, ComponentType::LabelType))
{
LabelComponent* tLabel = GetComponent<LabelComponent>(i);
if (tLabel->mLabel == Label::Pad)
{
//find input we want to check for TODO:: maybe fix input into bit array?
HandleInput(i);
}
}
}
//cout << "running input system";
//EventManager::Payload tPayload;
//tPayload["test"] = MessageInt(5);
// void* tDebugData = malloc(4);
//void* tDebugData2 = malloc(4);
//*(int*)tDebugData = 4;
//*(int*)tDebugData2 = 5;
////memcpy(tDebugData, &data, 4);
////memcpy(tDebugData2, &data2, 4);
//tPayload["Debugdata"] = tDebugData;
//tPayload["Test"] = tDebugData2;
//cout << "Sending event";
//mEventManager->BroadcastEvent("DebugTest", tPayload);
//cout << "event sent, resuming input system update";
}