bool CEntitySystem::_AddEntity( CEntity* pEntity ) { if(pEntity->GetId() == Invalid_Id) { EntityId newId = GenerateEntityId(); m_EntityArray[IdToHandle(newId).GetIndex()]=pEntity; pEntity->SetId(newId); return true; } else { CEntity* tempEnt = GetEntityFromID(pEntity->GetId()); if(tempEnt == pEntity) { CCASSERT(0,"Entity %u has already been add to entitysystem!"); return true; } else { CCASSERT(0,"fetal error,please reset the game"); } } return false; }
std::string EntityManager::GetStringfromID(int id)const { Entity* ent = GetEntityFromID(id); return ent->entity_name; }