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Help
Searched
refs:ALIVE
(Results
1 - 3
of
3
) sorted by relevance
/foundation/graphic/graphic_3d/lume/LumeEngine/api/core/ecs/
H
A
D
intf_entity_manager.h
100
ALIVE
, /* iterate entities that are alive and active */
member in IEntityManager::IteratorType
103
virtual Iterator::Ptr Begin(IteratorType type = IteratorType::
ALIVE
) const = 0;
104
virtual Iterator::Ptr End(IteratorType type = IteratorType::
ALIVE
) const = 0;
115
return CORE_NS::EntityIterator(manager.Begin(IEntityManager::IteratorType::
ALIVE
));
in begin()
120
return CORE_NS::EntityIterator(manager.End(IEntityManager::IteratorType::
ALIVE
));
in end()
/foundation/graphic/graphic_3d/lume/LumeEngine/src/ecs/
H
A
D
entity_manager.cpp
102
if (EntityState::State::
ALIVE
== e.state) {
in ~EntityManager()
119
entities_.push_back({ EntityState::State::
ALIVE
, generation, nullptr });
in Create()
134
slot.state = EntityState::State::
ALIVE
;
in Create()
149
{ EntityState::State::
ALIVE
, generation, IEntityReferenceCounter::Ptr { new EntityReferenceCounter } });
in CreateReferenceCounted()
166
slot.state = EntityState::State::
ALIVE
;
in CreateReferenceCounted()
181
((e.state == EntityState::State::
ALIVE
) || (e.state == EntityState::State::INACTIVE))) {
in GetReferenceCounted()
204
((e.state == EntityState::State::
ALIVE
) || (e.state == EntityState::State::INACTIVE))) {
in Destroy()
219
if ((EntityState::State::
ALIVE
== e.state) || (EntityState::State::INACTIVE == e.state)) {
in DestroyAllEntities()
237
return (state.state == EntityState::State::
ALIVE
) &&
in IsAlive()
299
newState = EntityState::State::
ALIVE
;
in SetActive()
[all...]
H
A
D
entity_manager.h
70
ALIVE
= 1,
member in final::EntityState::State
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