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remove children
We need to make sure we are actually deleting children from the vector of children when they are deleted as entities.
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parent
4a39221dd0
commit
531c4a594c
@ -125,6 +125,9 @@ Entity::~Entity() {
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m_Components.erase(pair.first);
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m_Components.erase(pair.first);
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}
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}
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if (m_ParentEntity) {
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m_ParentEntity->RemoveChild(this);
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}
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}
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}
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void Entity::Initialize()
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void Entity::Initialize()
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@ -1656,6 +1659,17 @@ void Entity::AddChild(Entity* child) {
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m_ChildEntities.push_back(child);
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m_ChildEntities.push_back(child);
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}
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}
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void Entity::RemoveChild(Entity* child) {
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if (!child) return;
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for (auto entity = m_ChildEntities.begin(); entity != m_ChildEntities.end(); entity++) {
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if (*entity && (*entity)->GetObjectID() == child->GetObjectID()) {
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m_IsParentChildDirty = true;
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m_ChildEntities.erase(entity);
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return;
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}
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}
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}
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void Entity::AddTimer(std::string name, float time) {
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void Entity::AddTimer(std::string name, float time) {
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EntityTimer* timer = new EntityTimer(name, time);
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EntityTimer* timer = new EntityTimer(name, time);
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m_Timers.push_back(timer);
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m_Timers.push_back(timer);
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@ -143,6 +143,7 @@ public:
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void SetProximityRadius(dpEntity* entity, std::string name);
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void SetProximityRadius(dpEntity* entity, std::string name);
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void AddChild(Entity* child);
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void AddChild(Entity* child);
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void RemoveChild(Entity* child);
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void AddTimer(std::string name, float time);
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void AddTimer(std::string name, float time);
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void AddCallbackTimer(float time, std::function<void()> callback);
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void AddCallbackTimer(float time, std::function<void()> callback);
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bool HasTimer(const std::string& name);
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bool HasTimer(const std::string& name);
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