Re-remade component and system ids
Former-commit-id: 98b76695cca904c55c7333801c3cdf693da15086
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@@ -38,10 +38,10 @@ namespace Ndk
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void Clear();
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const EntityHandle& GetEntity(EntityId id);
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BaseSystem& GetSystem(SystemId systemId);
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BaseSystem& GetSystem(SystemIndex index);
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template<typename SystemType> SystemType& GetSystem();
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bool HasSystem(SystemId systemId) const;
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bool HasSystem(SystemIndex index) const;
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template<typename SystemType> bool HasSystem() const;
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void KillEntity(Entity* entity);
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@@ -51,7 +51,7 @@ namespace Ndk
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bool IsEntityIdValid(EntityId id) const;
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void RemoveAllSystems();
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void RemoveSystem(SystemId systemId);
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void RemoveSystem(SystemIndex index);
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template<typename SystemType> void RemoveSystem();
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void Update();
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@@ -71,9 +71,9 @@ namespace Ndk
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unsigned int aliveIndex;
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};
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std::vector<std::unique_ptr<BaseSystem>> m_systems;
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std::vector<EntityId> m_freeIdList;
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std::vector<EntityBlock> m_entities;
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std::unordered_map<SystemId, std::unique_ptr<BaseSystem>> m_systems;
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EntityList m_aliveEntities;
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NzBitset<nzUInt64> m_dirtyEntities;
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NzBitset<nzUInt64> m_killedEntities;
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