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#ActualConny14156
Posted 28 December 2012 - 10:30 PM
Have fun!
Yeha sure >.>
I will try to remember you tips :3 and make some more rules for myself.
while am here I may aswell ask
I literately copy pasted my Entityfactory code to do something like factory handler, but instead of returning a smart pointer towards a Entity its points (well suppose to) points towards a "component" instead, than Its suppose to insert the component pointer inside the entity componentlist map, Isnt this suppose to be working or did I missunderstood horrible wrong?
std::shared_ptr<BaseComponent> pComponent;
pComponent = cFactory.ComponentInstantiate<TransformComponent>();
vEntity[0]->AddComponent(pComponent);
class FactoryComponent
{
public:
FactoryComponent(){}
virtual ~FactoryComponent(){}
template<class ComponentType>
std::shared_ptr<ComponentType> ComponentInstantiate()
{
return std::make_shared<ComponentType>();
}
};
class Entity
{
public:
Entity(){};
std::map<std::string,std::shared_ptr<BaseComponent>> ComponentList;
void AddComponent(std::shared_ptr<BaseComponent> type)
{
if(ComponentList.count(type->getTypeName()) == 0)
{
ComponentList.insert(std::make_pair(type->getTypeName(),type));
}
}
void Destroy();
};
#9Conny14156
Posted 28 December 2012 - 10:30 PM
Have fun!
Yeha sure >.>
I will try to remember you tips :3 and make some more rules for myself.
while am here I may aswell ask
I literately copy pasted my Entityfactory code to do something like factory handler, but instead of returning a smart pointer towards a Entity its points (well suppose to) points towards a "component" instead, than Its suppose to insert the component pointer inside the entity componentlist map, Isnt this suppose to be working or did I missunderstood horrible wrong?
std::shared_ptr<BaseComponent> pComponent;
pComponent = cFactory.ComponentInstantiate<TransformComponent>();
vEntity[0]->AddComponent(pComponent);
class FactoryComponent
{
public:
FactoryComponent(){}
virtual ~FactoryComponent(){}
template<class ComponentType>
std::shared_ptr<ComponentType> ComponentInstantiate()
{
return std::make_shared<ComponentType>();
}
};
class Entity
{
public:
Entity(){};
std::map<std::string,std::shared_ptr<BaseComponent>> ComponentList;
void AddComponent(std::shared_ptr<BaseComponent> type)
{
if(ComponentList.count(type->getTypeName()) == 0)
{
ComponentList.insert(std::make_pair(type->getTypeName(),type));
}
}
void Destroy();
};
#8Conny14156
Posted 28 December 2012 - 10:30 PM
Have fun!
Yeha sure >.>
I will try to remember you tips :3 and make some more rules for myself.
while am here I may aswell ask
I literately copy pasted my Entityfactory code to do something like factory handler, but instead of returning a smart pointer towards a Entity its points (well suppose to) points towards a "component" instead, than Its suppose to insert the component pointer inside the entity componentlist map, Isnt this suppose to be working or did I missunderstood horrible wrong?
std::shared_ptr<BaseComponent> pComponent;
pComponent = cFactory.ComponentInstantiate<TransformComponent>();
vEntity[0]->AddComponent(pComponent);
class FactoryComponent
{
public:
FactoryComponent(){}
virtual ~FactoryComponent(){}
template<class ComponentType>
std::shared_ptr<ComponentType> ComponentInstantiate()
{
return std::make_shared<ComponentType>();
}
};
class Entity
{
public:
Entity(){};
std::map<std::string,std::shared_ptr<BaseComponent>> ComponentList;
void AddComponent(std::shared_ptr<BaseComponent> type)
{
if(ComponentList.count(type->getTypeName()) == 0)
{
ComponentList.insert(std::make_pair(type->getTypeName(),type));
}
}
void Destroy();
};
#7Conny14156
Posted 28 December 2012 - 10:30 PM
Have fun!
Yeha sure >.>
I will try to remember you tips :3 and make some more rules for myself.
while am here I may aswell ask
I literately copy pasted my Entityfactory code to do something like factory handler, but instead of returning a smart pointer towards a Entity its points (well suppose to) points towards a "component" instead, than Its suppose to insert the component pointer inside the entity componentlist map, Isnt this suppose to be working or did I missunderstood horrible wrong?
std::shared_ptr<BaseComponent> pComponent;
pComponent = cFactory.ComponentInstantiate<TransformComponent>();
vEntity[0]->AddComponent(pComponent);
class FactoryComponent
{
public:
FactoryComponent(){}
virtual ~FactoryComponent(){}
template<class ComponentType>
std::shared_ptr<ComponentType> ComponentInstantiate()
{
return std::make_shared<ComponentType>();
}
};
class Entity
{
public:
Entity(){};
std::map<std::string,std::shared_ptr<BaseComponent>> ComponentList;
void AddComponent(std::shared_ptr<BaseComponent> type)
{
if(ComponentList.count(type->getTypeName()) == 0)
{
ComponentList.insert(std::make_pair(type->getTypeName(),type));
}
}
void Destroy();
};
#6Conny14156
Posted 28 December 2012 - 10:30 PM
Have fun!
Yeha sure >.>
I will try to remember you tips :3 and make some more rules for myself.
while am here I may aswell ask
I literately copy pasted my Entityfactory code to do something like factory handler, but instead of returning a smart pointer towards a Entity its points (well suppose to) points towards a "component" instead, than Its suppose to insert the component pointer inside the entity componentlist map, Isnt this suppose to be working or did I missunderstood horrible wrong?
std::shared_ptr<BaseComponent> pComponent;
pComponent = cFactory.ComponentInstantiate<TransformComponent>();
vEntity[0]->AddComponent(pComponent);
class FactoryComponent
{
public:
FactoryComponent(){}
virtual ~FactoryComponent(){}
template<class ComponentType>
std::shared_ptr<ComponentType> ComponentInstantiate()
{
return std::make_shared<ComponentType>();
}
};
class Entity
{
public:
Entity(){};
std::map<std::string,std::shared_ptr<BaseComponent>> ComponentList;
void AddComponent(std::shared_ptr<BaseComponent> type)
{
if(ComponentList.count(type->getTypeName()) == 0)
{
ComponentList.insert(std::make_pair(type->getTypeName(),type));
}
}
void Destroy();
};
#5Conny14156
Posted 28 December 2012 - 10:30 PM
Have fun!
Yeha sure >.>
I will try to remember you tips :3 and make some more rules for myself.
while am here I may aswell ask
I literately copy pasted my Entityfactory code to do something like factory handler, but instead of returning a smart pointer towards a Entity its points (well suppose to) points towards a "component" instead, than Its suppose to insert the component pointer inside the entity componentlist map, Isnt this suppose to be working or did I missunderstood horrible wrong?
std::shared_ptr<BaseComponent> pComponent;
pComponent = cFactory.ComponentInstantiate<TransformComponent>();
vEntity[0]->AddComponent(pComponent);
class FactoryComponent
{
public:
FactoryComponent(){}
virtual ~FactoryComponent(){}
template<class ComponentType>
std::shared_ptr<ComponentType> ComponentInstantiate()
{
return std::make_shared<ComponentType>();
}
};
class Entity
{
public:
Entity(){};
std::map<std::string,std::shared_ptr<BaseComponent>> ComponentList;
void AddComponent(std::shared_ptr<BaseComponent> type)
{
if(ComponentList.count(type->getTypeName()) == 0)
{
ComponentList.insert(std::make_pair(type->getTypeName(),type));
}
}
void Destroy();
};