forked from Misaki/GhostEngine
Remove old SceneGraph
This commit is contained in:
@@ -510,6 +510,42 @@ public ref partial struct QueryBuilder
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}
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}
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public void WithAll(params Span<Identifier<IComponent>> componentIDs)
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{
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_all.AddRange(componentIDs, componentIDs.Length);
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}
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public void WithAny(params Span<Identifier<IComponent>> componentIDs)
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{
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_any.AddRange(componentIDs, componentIDs.Length);
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}
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public void WithAbsent(params Span<Identifier<IComponent>> componentIDs)
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{
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_absent.AddRange(componentIDs, componentIDs.Length);
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}
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public void WithNone(params Span<Identifier<IComponent>> componentIDs)
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{
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_none.AddRange(componentIDs, componentIDs.Length);
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}
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public void WithDisabled(params Span<Identifier<IComponent>> componentIDs)
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{
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_disabled.AddRange(componentIDs, componentIDs.Length);
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}
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public void WithPresent(params Span<Identifier<IComponent>> componentIDs)
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{
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_present.AddRange(componentIDs, componentIDs.Length);
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}
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public void WithPresentRW(params Span<Identifier<IComponent>> componentIDs)
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{
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_present.AddRange(componentIDs, componentIDs.Length);
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_rw.AddRange(componentIDs, componentIDs.Length);
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}
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public Identifier<EntityQuery> Build(World world, Allocator allocator = Allocator.Persistent)
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{
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// 1. Calculate max component ID to size the BitSets
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