Core: Add DisabledComponent (to temporary disable an entity)

This commit is contained in:
SirLynix
2023-05-07 22:43:48 +02:00
parent c69397707e
commit bbbd3f88c1
10 changed files with 58 additions and 11 deletions

View File

@@ -3,6 +3,7 @@
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/ChipmunkPhysics2D/Systems/ChipmunkPhysics2DSystem.hpp>
#include <Nazara/Core/Components/DisabledComponent.hpp>
#include <Nazara/Utility/Components/NodeComponent.hpp>
#include <Nazara/ChipmunkPhysics2D/Debug.hpp>
@@ -49,7 +50,7 @@ namespace Nz
m_physWorld.Step(elapsedTime);
// Replicate rigid body position to their node components
auto view = m_registry.view<NodeComponent, const ChipmunkRigidBody2DComponent>();
auto view = m_registry.view<NodeComponent, const ChipmunkRigidBody2DComponent>(entt::exclude<DisabledComponent>);
for (auto [entity, nodeComponent, rigidBodyComponent] : view.each())
{
if (rigidBodyComponent.IsSleeping())