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Help
Searched
refs:EntityState
(Results
1 - 2
of
2
) sorted by relevance
/foundation/graphic/graphic_3d/lume/LumeEngine/src/ecs/
H
A
D
entity_manager.cpp
102
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()
[all...]
H
A
D
entity_manager.h
63
struct
EntityState
{
struct in final
81
BASE_NS::vector<
EntityState
> entities_;
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