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Searched refs:EntityState (Results 1 - 2 of 2) sorted by relevance

/foundation/graphic/graphic_3d/lume/LumeEngine/src/ecs/
H A Dentity_manager.cpp102 if (EntityState::State::ALIVE == e.state) { in ~EntityManager()
105 if (EntityState::State::INACTIVE == e.state) { in ~EntityManager()
119 entities_.push_back({ EntityState::State::ALIVE, generation, nullptr }); in Create()
126 if (slot.state != EntityState::State::FREE) { in Create()
134 slot.state = EntityState::State::ALIVE; in Create()
149 { EntityState::State::ALIVE, generation, IEntityReferenceCounter::Ptr { new EntityReferenceCounter } }); in CreateReferenceCounted()
157 if (slot.state != EntityState::State::FREE) { in CreateReferenceCounted()
166 slot.state = EntityState::State::ALIVE; in CreateReferenceCounted()
181 ((e.state == EntityState::State::ALIVE) || (e.state == EntityState in GetReferenceCounted()
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H A Dentity_manager.h63 struct EntityState { struct in final
81 BASE_NS::vector<EntityState> entities_;

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