void MainWindow::listEntity() { static std::vector<const char*> namesEntities; ImGui::Begin("List entities", &_windowListEntity); if (_timerListEntityUpdate > 1) { namesEntities = getAllEntities(); _timerListEntityUpdate = 0; } else { _timerListEntityUpdate += fm::Time::dt; } static int number = -1; for (size_t i = 0; i < namesEntities.size(); i++) { fm::GameObject *o = fm::SceneManager::get().getCurrentScene()->GetGameObject(i); fmc::CTransform *transform = o->get<fmc::CTransform>(); // Disable the default open on single-click behavior and pass in Selected flag according to our selection state. ImGuiTreeNodeFlags node_flags = ((number == i) ? ImGuiTreeNodeFlags_Selected : 0); // Node //ImGui::PushStyleColor(ImGuiCol_HeaderSelected, (ImVec4)ImColor::HSV(0.9f, 0.8f, 0.8f)); bool node_open = ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, namesEntities[i], i); if (ImGui::IsItemClicked()) number = i; if (node_open) { //ImGui::Text("Blah blah\nBlah Blah"); ImGui::TreePop(); } //ImGui::PopStyleColor(1); } if (number != -1) _currentEntity = fm::SceneManager::get().getCurrentScene()->getAllGameObjects()[number]; if (ImGui::Button("Add Entity")) { _currentEntity = fm::GameObjectHelper::create(); _currentEntity->addComponent<fmc::CTransform>(fm::math::Vector3f(0, 0, 0), fm::math::Vector3f(1, 1, 1), fm::math::vec3(0, 0, 0)); } ImGui::End(); }
void MyController::onInit(InitEvent &evt) { avatars_number = "2"; m_state = 20; ind =20; getAllEntities(names); int sstrPos1 = 0; int sstrPos2 = 0; int sstrPos3 = 0; std::string sheadss = ""; std::string scmd = ""; std::string stmpss = ""; for (int j = 0; j< names.size();j++) { std::cout<<"the name is :"<< names[j] <<std::endl; sstrPos1 = 0; sstrPos2 = 0; sstrPos3 = 0; sheadss = ""; scmd = ""; stmpss = ""; sstrPos2 = names[j].find("_", sstrPos1); sheadss.assign(names[j], sstrPos1, sstrPos2-sstrPos1); avatar avatar1; if (sheadss == "man") { avatar1.name = names[j]; avatar1.ID = ""; list.push_back(avatar1); } } for (int j = 0; j< list.size();j++) { std::cout<<"the list content:"<< list[j].name <<std::endl; } /* avatar avatar4; avatar4.name ="man_000"; avatar4.ID = ""; list.push_back(avatar4); avatar avatar1; avatar1.name = "man_001"; avatar1.ID = ""; list.push_back(avatar1); */ m_ref = NULL; }
int main() { //preallocate the instance auto entityManager = EntityManager::getInstance(); //lets create an entity to place in entity manager auto entity = std::shared_ptr<AbstractEntity> (new MainEntity("Drone", 0)); entity->addComponent(std::shared_ptr<AbstractComponent> (new HealthComponent("Drone Health"))); entity->addComponent(std::shared_ptr<AbstractComponent> (new HealthComponent("Drone Armor"))); entityManager->addEntity(entity); entity = std::shared_ptr<AbstractEntity> (new MainEntity("Drone", 1)); entity->addComponent(std::shared_ptr<AbstractComponent> (new HealthComponent("Drone Health"))); entity->addComponent(std::shared_ptr<AbstractComponent> (new HealthComponent("Drone Armor"))); entityManager->addEntity(entity); entity = std::shared_ptr<AbstractEntity> (new MainEntity("Base", 2)); entity->addComponent(std::shared_ptr<AbstractComponent> (new HealthComponent("Drone Health"))); entity->addComponent(std::shared_ptr<AbstractComponent> (new HealthComponent("Drone Armor"))); entityManager->addEntity(entity); //getting entity by ID auto entity_0 = entityManager->getEntityById(0); std::cout << "Entity ID 0: " << entity_0->getName() << std::endl; //getting entity by Name auto entityList = entityManager->getEntitiesByName("Drone"); std::cout << "list: entities by name 'Drone'" << std::endl; for (auto entity : entityList) { std::cout << "Name: " << entity->getName(); std::cout << "( " << entity->getID() << " )" << std::endl; } //getting entity by Family entityList = entityManager->getEntitiesByFamily("Main"); std::cout << "list: entities by family 'Main'" << std::endl; for (auto entity : entityList) { std::cout << "Name: " << entity->getName(); std::cout << "( " << entity->getID() << " )" << std::endl; } //get all entities in an STL vector auto entityVec = entityManager->getAllEntities(); std::cout << "list: all entities" << std::endl; for (auto entity : entityList) { std::cout << "Name: " << entity->getName(); std::cout << "( " << entity->getID() << " )" << std::endl; } return 0; }
void MyController::onInit(InitEvent &evt) { m_my = getObj(myname()); getAllEntities(m_entities); m_ref = NULL; retValue = 0.5; roboName = "robot_000"; colState = false; // ワゴン tboxSize_x = 60.6; tboxSize_z = 64.6; tboxMin_y = 50.8; tboxMax_y = 1000.0; }
void MyController::onInit(InitEvent &evt) { m_my = getObj(myname()); getAllEntities(m_entities); m_ref = NULL; retValue = 0.1; roboName = "robot_000"; colState = false; // ゴミ箱 tboxSize_x = 120.0; tboxSize_z = 90.5; tboxMin_y = 30.0; tboxMax_y = 1000.0; }