chore: Remove dpEntity pointers from collision checking (#1529)

* chore: Remove dpEntity pointers from collision checking

* Update fn documentation in ProximityMonitorComponent.h

* use more idiomatic method to calculate vector index

* feedback

* missed a ranges::find replacement

* adjust for feedback. last changes tonight.

* okay, also remove unneeded include. then sleep.

* for real tho

* update to use unordered_set instead of set
This commit is contained in:
jadebenn
2024-04-05 00:52:26 -05:00
committed by GitHub
parent b340d7c8f9
commit 06e7d57e0d
8 changed files with 51 additions and 51 deletions

View File

@@ -150,13 +150,13 @@ void BaseCombatAIComponent::Update(const float deltaTime) {
m_dpEntityEnemy->SetPosition(m_Parent->GetPosition());
//Process enter events
for (auto en : m_dpEntity->GetNewObjects()) {
m_Parent->OnCollisionPhantom(en->GetObjectID());
for (const auto id : m_dpEntity->GetNewObjects()) {
m_Parent->OnCollisionPhantom(id);
}
//Process exit events
for (auto en : m_dpEntity->GetRemovedObjects()) {
m_Parent->OnCollisionLeavePhantom(en->GetObjectID());
for (const auto id : m_dpEntity->GetRemovedObjects()) {
m_Parent->OnCollisionLeavePhantom(id);
}
// Check if we should stop the tether effect