SDK/Entity: Delay component removal until world update
Allows system to freely remove components while updating Former-commit-id: db5877bc20e6a0dfadd69f81a339f0a57d8404df [formerly 74327b8f1429855625613f258894b37d026041fe] [formerly 65b8f2ba78d2690b7a469d4b9818b189524633db [formerly 71be95adb46b7183261a8038352c4d8bd17cacc3]] Former-commit-id: ba91d5abad60792e648d47e646ae49d43a1c94b5 [formerly 8d0667574ff665e151e7fda5f854fc11a16c854d] Former-commit-id: eb7b06c2739ef698a153a6221870a8d0956dc875
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@@ -139,6 +139,11 @@ namespace Ndk
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if (!entity->IsValid())
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continue;
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Nz::Bitset<>& removedComponents = entity->GetRemovedComponentBits();
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for (std::size_t j = removedComponents.FindFirst(); j != m_dirtyEntities.npos; j = removedComponents.FindNext(j))
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entity->DestroyComponent(j);
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removedComponents.Reset();
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for (auto& system : m_systems)
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{
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// Ignore non-existent systems
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