| 148 | */ |
| 149 | |
| 150 | void Entity::Destroy() |
| 151 | { |
| 152 | OnEntityDestruction(this); |
| 153 | OnEntityDestruction.Clear(); |
| 154 | |
| 155 | // We prepare components for entity destruction (some components needs this to handle some final callbacks while the entity is still valid) |
| 156 | for (std::size_t i = m_componentBits.FindFirst(); i != m_componentBits.npos; i = m_componentBits.FindNext(i)) |
| 157 | m_components[i]->OnEntityDestruction(); |
| 158 | |
| 159 | // Detach components while they're still attached to systems |
| 160 | for (std::size_t i = m_componentBits.FindFirst(); i != m_componentBits.npos; i = m_componentBits.FindNext(i)) |
| 161 | m_components[i]->SetEntity(nullptr); |
| 162 | |
| 163 | // We alert each system |
| 164 | for (std::size_t index = m_systemBits.FindFirst(); index != m_systemBits.npos; index = m_systemBits.FindNext(index)) |
| 165 | { |
| 166 | auto sysIndex = static_cast<Ndk::SystemIndex>(index); |
| 167 | |
| 168 | if (m_world->HasSystem(sysIndex)) |
| 169 | { |
| 170 | BaseSystem& system = m_world->GetSystem(sysIndex); |
| 171 | system.RemoveEntity(this); |
| 172 | } |
| 173 | } |
| 174 | m_systemBits.Clear(); |
| 175 | |
| 176 | // Destroy components |
| 177 | m_components.clear(); |
| 178 | m_componentBits.Reset(); |
| 179 | |
| 180 | // Free every handle |
| 181 | UnregisterAllHandles(); |
| 182 | |
| 183 | // Remove from every list |
| 184 | for (EntityList* list : m_containedInLists) |
| 185 | list->NotifyEntityDestruction(this); |
| 186 | |
| 187 | m_containedInLists.clear(); |
| 188 | |
| 189 | m_valid = false; |
| 190 | } |
| 191 | |
| 192 | /*! |
| 193 | * \brief Destroys a component by index |
no test coverage detected