Files
GhostEngine/Ghost.Entities/EntityManager.cs

820 lines
29 KiB
C#

using Ghost.Core;
using Misaki.HighPerformance.LowLevel.Buffer;
using Misaki.HighPerformance.LowLevel.Collections;
using Misaki.HighPerformance.LowLevel.Utilities;
using System.Diagnostics;
namespace Ghost.Entities;
/// <summary>
/// A manager for creating, destroying, and managing entities and their components.
/// </summary>
/// <remarks>
/// All methods in this class are not thread-safe and all of them will cause structural changes if not mentioned otherwise.
/// Use <see cref="EntityCommandBuffer"/> to defer structural changes to a safe point.
/// Use <see cref="World.GetThreadLocalEntityCommandBuffer(int)"/> to get a thread-local command buffer for multithreaded scenarios.
/// </remarks>
public unsafe partial class EntityManager : IDisposable
{
private struct EntityLocation : IComparable<EntityLocation>
{
public int archetypeID;
public int chunkIndex;
public int rowIndex;
public readonly int CompareTo(EntityLocation other)
{
var archComp = chunkIndex.CompareTo(other.chunkIndex);
if (archComp != 0)
{
return archComp;
}
var chunkComp = chunkIndex.CompareTo(other.chunkIndex);
if (chunkComp != 0)
{
return chunkComp;
}
return rowIndex.CompareTo(other.rowIndex);
}
}
private readonly World _world;
private UnsafeSlotMap<EntityLocation> _entityLocations;
private bool _disposed;
internal EntityManager(World world, int initialCapacity)
{
_world = world;
_entityLocations = new UnsafeSlotMap<EntityLocation>(initialCapacity, Allocator.Persistent, AllocationOption.Clear);
}
~EntityManager()
{
Dispose();
}
internal ErrorStatus UpdateEntityLocation(Entity entity, Identifier<Archetype> newArchetypeID, int newChunkIndex, int newRowIndex)
{
ref var location = ref _entityLocations.GetElementReferenceAt(entity.ID, entity.Generation, out var exist);
if (!exist)
{
return ErrorStatus.NotFound;
}
location.archetypeID = newArchetypeID;
location.chunkIndex = newChunkIndex;
location.rowIndex = newRowIndex;
return ErrorStatus.None;
}
/// <summary>
/// Create an entity with no components.
/// </summary>
/// <returns>The created entity.</returns>
public Entity CreateEntity()
{
var entities = (Span<Entity>)stackalloc Entity[1];
CreateEntities(entities);
return entities[0];
}
/// <summary>
/// Create an entity with specified components.
/// </summary>
/// <param name="componentTypeIDs">The component type IDs to add to the entity.</param>
/// <returns>The created entity.</returns>
public Entity CreateEntity(params ReadOnlySpan<Identifier<IComponent>> componentTypeIDs)
{
var entities = (Span<Entity>)stackalloc Entity[1];
CreateEntities(entities, componentTypeIDs);
return entities[0];
}
/// <summary>
/// Create multiple entities with no components.
/// </summary>
/// <param name="entities">The span to store the created entities.</param>
public void CreateEntities(Span<Entity> entities)
{
ref var emptyArchetype = ref _world.GetArchetypeReference(World.EmptyArchetypeID);
emptyArchetype.AllocateEntity(out var chunkIndex, out var rowIndex);
for (var i = 0; i < entities.Length; i++)
{
var id = _entityLocations.Add(new EntityLocation
{
archetypeID = World.EmptyArchetypeID,
chunkIndex = chunkIndex,
rowIndex = rowIndex
}, out var generation);
var entity = new Entity(id, generation);
emptyArchetype.SetEntity(chunkIndex, rowIndex, entity);
entities[i] = entity;
}
}
/// <summary>
/// Create multiple entities with no components.
/// </summary>
/// <param name="count">The number of entities to create.</param>
public void CreateEntities(int count)
{
ref var emptyArchetype = ref _world.GetArchetypeReference(World.EmptyArchetypeID);
emptyArchetype.AllocateEntity(out var chunkIndex, out var rowIndex);
for (var i = 0; i < count; i++)
{
var id = _entityLocations.Add(new EntityLocation
{
archetypeID = World.EmptyArchetypeID,
chunkIndex = chunkIndex,
rowIndex = rowIndex
}, out var generation);
var entity = new Entity(id, generation);
emptyArchetype.SetEntity(chunkIndex, rowIndex, entity);
}
}
/// <summary>
/// Create multiple entities with specified components.
/// </summary>
/// <param name="allocator">The allocator to use for the returned array.</param>
/// <param name="componentTypeIDs">The component type IDs to add to the entities. </param>
/// <returns>An array of the created entities.</returns>
public void CreateEntities(Span<Entity> entities, params ReadOnlySpan<Identifier<IComponent>> componentTypeIDs)
{
var signatureHash = ComponentRegister.GetHashCode(componentTypeIDs);
var arcID = _world.GetArchetypeIDBySignatureHash(signatureHash);
if (arcID.IsNotValid)
{
arcID = _world.CreateArchetype(componentTypeIDs, signatureHash);
}
ref var archetype = ref _world.GetArchetypeReference(arcID);
for (var i = 0; i < entities.Length; i++)
{
archetype.AllocateEntity(out var chunkIndex, out var rowIndex);
var id = _entityLocations.Add(new EntityLocation
{
archetypeID = arcID,
chunkIndex = chunkIndex,
rowIndex = rowIndex
}, out var generation);
var entity = new Entity(id, generation);
archetype.SetEntity(chunkIndex, rowIndex, entity);
entities[i] = entity;
}
}
/// <summary>
/// Create multiple entities with specified components.
/// </summary>
/// <param name="count">The number of entities to create.</param>
/// <param name="componentTypeIDs">The component type IDs to add to the entities. </param>
public void CreateEntities(int count, params ReadOnlySpan<Identifier<IComponent>> componentTypeIDs)
{
var signatureHash = ComponentRegister.GetHashCode(componentTypeIDs);
var arcID = _world.GetArchetypeIDBySignatureHash(signatureHash);
if (arcID.IsNotValid)
{
arcID = _world.CreateArchetype(componentTypeIDs, signatureHash);
}
ref var archetype = ref _world.GetArchetypeReference(arcID);
for (var i = 0; i < count; i++)
{
archetype.AllocateEntity(out var chunkIndex, out var rowIndex);
var id = _entityLocations.Add(new EntityLocation
{
archetypeID = arcID,
chunkIndex = chunkIndex,
rowIndex = rowIndex
}, out var generation);
var entity = new Entity(id, generation);
archetype.SetEntity(chunkIndex, rowIndex, entity);
}
}
/// <summary>
/// Destroy the specified entity.
/// </summary>
/// <returns>The result status of the operation.</returns>
public ErrorStatus DestroyEntity(Entity entity)
{
if (!_entityLocations.TryGetElementAt(entity.ID, entity.Generation, out var location))
{
return ErrorStatus.NotFound;
}
ref var archetype = ref _world.GetArchetypeReference(location.archetypeID);
var pManagedRef = archetype.GetComponentData(location.chunkIndex, location.rowIndex, ComponentTypeID<ManagedEntityRef>.value);
if (pManagedRef != null)
{
DestroyManagedEntity(((ManagedEntityRef*)pManagedRef)->entity);
}
var r = archetype.RemoveEntity(location.chunkIndex, location.rowIndex);
if (r != ErrorStatus.None)
{
return r;
}
if (!_entityLocations.Remove(entity.ID, entity.Generation))
{
return ErrorStatus.NotFound;
}
return ErrorStatus.None;
}
/// <summary>
/// Destroy the specified entities.
/// </summary>
/// <param name="entities">The entities to destroy.</param>
public void DestroyEntities(ReadOnlySpan<Entity> entities)
{
if (entities.Length == 0)
{
return;
}
using var scope = AllocationManager.CreateStackScope();
var batchDestroy = new UnsafeList<EntityLocation>(entities.Length, scope.AllocationHandle);
var rowIndicesCache = new UnsafeList<int>(32, scope.AllocationHandle);
// 1. GATHER
// Resolve all entities to their locations
for (int i = 0; i < entities.Length; i++)
{
var entity = entities[i];
if (_entityLocations.TryGetElementAt(entity.ID, entity.Generation, out var location))
{
batchDestroy.Add(location);
}
}
if (batchDestroy.Count == 0)
{
return;
}
// 2. SORT
// Sorting groups them by chunk automatically
batchDestroy.AsSpan().Sort();
// 3. SWEEP
// Iterate through the sorted list and batch process each chunk
var firstLoc = batchDestroy[0];
var prevArchetypeID = firstLoc.archetypeID;
var prevChunkIndex = firstLoc.chunkIndex;
for (int i = 0; i < batchDestroy.Count; i++)
{
var loc = batchDestroy[i];
// Check if we have crossed a boundary (Different Chunk OR Different Archetype)
bool isNewBatch = (loc.chunkIndex != prevChunkIndex) || (loc.archetypeID != prevArchetypeID);
if (isNewBatch)
{
// FLUSH PREVIOUS BATCH
// We must retrieve the Archetype of the *Previous* batch, not the current 'loc'
ref var prevArchetype = ref _world.GetArchetypeReference(prevArchetypeID);
// Execute the hole-filling/swap logic
prevArchetype.RemoveEntities(prevChunkIndex, rowIndicesCache.AsSpan());
// RESET
rowIndicesCache.Clear();
prevArchetypeID = loc.archetypeID;
prevChunkIndex = loc.chunkIndex;
}
rowIndicesCache.Add(loc.rowIndex);
}
// 4. FINAL FLUSH
// Process the stragglers remaining in the cache
if (rowIndicesCache.Count > 0)
{
ref var lastArchetype = ref _world.GetArchetypeReference(prevArchetypeID);
lastArchetype.RemoveEntities(prevChunkIndex, rowIndicesCache.AsSpan());
}
// 5. Remove from Entity Locations
for (int i = 0; i < entities.Length; i++)
{
var entity = entities[i];
_entityLocations.Remove(entity.ID, entity.Generation);
}
}
/// <summary>
/// Check if the specified entity exists.
/// </summary>
/// <param name="entity">The entity to check.</param>
/// <returns>True if the entity exists, false otherwise.</returns>
public bool Exists(Entity entity)
{
return _entityLocations.Contains(entity.ID, entity.Generation);
}
/// <summary>
/// Create a singleton entity with the specified component.
/// </summary>
/// <param name="componentID">The component type ID of the singleton.</param>
/// <param name="pComponent">Pointer to the component data.</param>
/// <returns>The result status of the operation.</returns>
public ErrorStatus CreateSingleton(Identifier<IComponent> componentID, void* pComponent)
{
if (pComponent == null)
{
return ErrorStatus.InvalidArgument;
}
// Check if singleton already exists
var signatureHash = ComponentRegister.GetHashCode(componentID);
var arcID = _world.GetArchetypeIDBySignatureHash(signatureHash);
if (arcID.IsValid)
{
return ErrorStatus.InvalidArgument;
}
arcID = _world.CreateArchetype([componentID], signatureHash);
ref var archetype = ref _world.GetArchetypeReference(arcID);
archetype.AllocateEntity(out var chunkIndex, out var rowIndex);
var id = _entityLocations.Add(new EntityLocation
{
archetypeID = arcID,
chunkIndex = chunkIndex,
rowIndex = rowIndex
}, out var generation);
var entity = new Entity(id, generation);
archetype.SetEntity(chunkIndex, rowIndex, entity);
archetype.SetComponentData(chunkIndex, rowIndex, componentID, pComponent);
return ErrorStatus.None;
}
/// <summary>
/// Create a singleton entity with the specified component.
/// </summary>
/// <typeparam name="T">The component type.</typeparam>
/// <param name="component">The component data.</param>
/// <returns>The result status of the operation.</returns>
public ErrorStatus CreateSingleton<T>(T component = default)
where T : unmanaged, IComponent
{
return CreateSingleton(ComponentTypeID<T>.value, &component);
}
/// <summary>
/// Get a pointer to the singleton component data.
/// </summary>
/// <param name="componentID">The component type ID of the singleton.</param>
/// <returns>Pointer to the component data, or null if not found.</returns>
public void* GetSingleton(Identifier<IComponent> componentID)
{
var signatureHash = ComponentRegister.GetHashCode(componentID);
var arcID = _world.GetArchetypeIDBySignatureHash(signatureHash);
if (arcID.IsNotValid)
{
return null;
}
ref var archetype = ref _world.GetArchetypeReference(arcID);
var layoutResult = archetype.GetLayout(componentID);
if (layoutResult.Error != ErrorStatus.None)
{
return null;
}
var chunk = archetype._chunks[0];
var ptr = chunk.GetUnsafePtr() + layoutResult.Value.offset;
return ptr;
}
/// <summary>
/// Get a reference to the singleton component data.
/// </summary>
/// <typeparam name="T">The component type.</typeparam>
/// <returns>Reference to the component data. null ref if not found.</returns>
public ref T GetSingleton<T>()
where T : unmanaged, IComponent
{
var ptr = GetSingleton(ComponentTypeID<T>.value);
return ref *(T*)ptr; // This will return null ref if ptr is null.
}
private static void CopyData(ref Archetype oldArch, int oldChunk, int oldRow,
ref Archetype newArch, int newChunk, int newRow)
{
// Iterate every component type in the OLD archetype
for (var i = 0; i < oldArch._layouts.Count; i++)
{
var layout = oldArch._layouts[i];
var src = oldArch._chunks[oldChunk].GetUnsafePtr() + layout.offset + (layout.size * oldRow);
var r = newArch.GetLayout(layout.componentID);
if (r.Error != ErrorStatus.None)
{
// New archetype does not have this component, skip it.
// This can happen when removing components.
continue;
}
var dst = newArch._chunks[newChunk].GetUnsafePtr() + r.Value.offset + (layout.size * newRow);
MemoryUtility.MemCpy(dst, src, (nuint)layout.size);
}
}
/// <summary>
/// Add a component to the specified entity.
/// </summary>
/// <param name="entity">The entity to add the component to.</param>
/// <param name="componentID">The component type ID to add.</param>
/// <param name="pComponent">Pointer to the component data.</param>
/// <returns>The result status of the operation.</returns>
public ErrorStatus AddComponent(Entity entity, Identifier<IComponent> componentID, void* pComponent)
{
// Find current location
ref var location = ref _entityLocations.GetElementReferenceAt(entity.ID, entity.Generation, out var exist);
if (!exist)
{
return ErrorStatus.NotFound;
}
// Build new archetype signature
ref var oldArchetype = ref _world.GetArchetypeReference(location.archetypeID);
var oldSignature = oldArchetype._signature;
// TODO: Check edge cache first.
var newArcID = oldArchetype.GetEdgeAdd(componentID);
if (newArcID.IsNotValid)
{
var largestComponentID = Math.Max(oldSignature.Count, componentID);
var length = UnsafeBitSet.RequiredLength(largestComponentID + 1);
Span<uint> bits = stackalloc uint[length];
bits.Clear();
var newSignature = new SpanBitSet(bits);
var oldIt = oldSignature.GetIterator();
var compCount = 0;
while (oldIt.Next(out var index))
{
newSignature.SetBit(index);
compCount++;
}
compCount++;
newSignature.SetBit(componentID);
// Find or create new archetype
var newSignatureHash = newSignature.GetHashCode();
newArcID = _world.GetArchetypeIDBySignatureHash(newSignatureHash);
if (newArcID.IsNotValid)
{
// Create new archetype
Span<Identifier<IComponent>> componentTypeIDs = stackalloc Identifier<IComponent>[compCount];
var newIt = newSignature.GetIterator();
var i = 0;
while (newIt.Next(out var index))
{
componentTypeIDs[i++] = index;
}
newArcID = _world.CreateArchetype(componentTypeIDs, newSignatureHash);
}
oldArchetype.AddEdgeAdd(componentID, newArcID);
}
// Move entity data
ref var newArchetype = ref _world.GetArchetypeReference(newArcID);
newArchetype.AllocateEntity(out var newChunkIndex, out var newRowIndex);
CopyData(ref oldArchetype, location.chunkIndex, location.rowIndex,
ref newArchetype, newChunkIndex, newRowIndex);
newArchetype.SetEntity(newChunkIndex, newRowIndex, entity);
newArchetype.SetComponentData(newChunkIndex, newRowIndex, componentID, pComponent);
var r = oldArchetype.RemoveEntity(location.chunkIndex, location.rowIndex);
Debug.Assert(r == ErrorStatus.None); // We assert it because the entity should exist if the whole system is consistent.
if (r != ErrorStatus.None)
{
return r;
}
// Update location
location.archetypeID = newArcID;
location.chunkIndex = newChunkIndex;
location.rowIndex = newRowIndex;
return ErrorStatus.None;
}
/// <summary>
/// Add a component to the specified entity.
/// </summary>
/// <typeparam name="T">The component type.</typeparam>
/// <param name="entity">The entity to add the component to.</param>
/// <param name="component">The component data.</param>
/// <returns>The result status of the operation.</returns>
public ErrorStatus AddComponent<T>(Entity entity, T component = default)
where T : unmanaged, IComponent
{
return AddComponent(entity, ComponentTypeID<T>.value, &component);
}
/// <summary>
/// Remove a component from the specified entity.
/// </summary>
/// <param name="entity">The entity to remove the component from.</param>
/// <param name="componentID">The component type ID to remove.</param>
/// <returns>The result status of the operation.</returns>
public ErrorStatus RemoveComponent(Entity entity, Identifier<IComponent> componentID)
{
// Find current location
ref var location = ref _entityLocations.GetElementReferenceAt(entity.ID, entity.Generation, out var exist);
if (!exist)
{
return ErrorStatus.NotFound;
}
// Build new archetype signature
ref var oldArchetype = ref _world.GetArchetypeReference(location.archetypeID);
var oldSignature = oldArchetype._signature;
var newArcID = oldArchetype.GetEdgeRemove(componentID);
if (newArcID.IsNotValid)
{
var largestComponentID = Math.Max(oldSignature.Count, componentID);
var length = UnsafeBitSet.RequiredLength(largestComponentID + 1);
Span<uint> bits = stackalloc uint[length];
bits.Clear();
var newSignature = new SpanBitSet(bits);
var oldIt = oldSignature.GetIterator();
var compCount = 0;
while (oldIt.Next(out var index))
{
if (index != componentID)
{
newSignature.SetBit(index);
compCount++;
}
}
// Find or create new archetype
var newSignatureHash = newSignature.GetHashCode();
newArcID = _world.GetArchetypeIDBySignatureHash(newSignatureHash);
if (newArcID.IsNotValid)
{
// Create new archetype
Span<Identifier<IComponent>> componentTypeIDs = stackalloc Identifier<IComponent>[compCount];
var newIt = newSignature.GetIterator();
var i = 0;
while (newIt.Next(out var index))
{
componentTypeIDs[i++] = index;
}
newArcID = _world.CreateArchetype(componentTypeIDs, newSignatureHash);
}
oldArchetype.AddEdgeRemove(componentID, newArcID);
}
// Move entity data
ref var newArchetype = ref _world.GetArchetypeReference(newArcID);
newArchetype.AllocateEntity(out var newChunkIndex, out var newRowIndex);
CopyData(ref oldArchetype, location.chunkIndex, location.rowIndex,
ref newArchetype, newChunkIndex, newRowIndex);
newArchetype.SetEntity(newChunkIndex, newRowIndex, entity);
var r = oldArchetype.RemoveEntity(location.chunkIndex, location.rowIndex);
Debug.Assert(r == ErrorStatus.None); // We assert it because the entity should exist if the whole system is consistent.
if (r != ErrorStatus.None)
{
return r;
}
var pManagedRef = oldArchetype.GetComponentData(location.chunkIndex, location.rowIndex, ComponentTypeID<ManagedEntityRef>.value);
if (pManagedRef != null)
{
DestroyManagedEntity(((ManagedEntityRef*)pManagedRef)->entity);
}
// Update location
location.archetypeID = newArcID;
location.chunkIndex = newChunkIndex;
location.rowIndex = newRowIndex;
return ErrorStatus.None;
}
/// <summary>
/// Remove a component from the specified entity.
/// </summary>
/// <typeparam name="T">The component type.</typeparam>
/// <param name="entity">The entity to remove the component from.</param>
/// <returns>The result status of the operation.</returns>
public ErrorStatus RemoveComponent<T>(Entity entity)
where T : unmanaged, IComponent
{
return RemoveComponent(entity, ComponentTypeID<T>.value);
}
/// <summary>
/// Set the component data for the specified entity.
/// </summary>
/// <param name="entity">The entity to set the component data for.</param>
/// <param name="componentID">The component type ID to set.</param>
/// <param name="pComponent">Pointer to the component data.</param>
/// <returns>The result status of the operation.</returns>
public ErrorStatus SetComponent(Entity entity, Identifier<IComponent> componentID, void* pComponent)
{
if (!_entityLocations.TryGetElementAt(entity.ID, entity.Generation, out var location))
{
return ErrorStatus.NotFound;
}
ref var archetype = ref _world.GetArchetypeReference(location.archetypeID);
archetype.SetComponentData(location.chunkIndex, location.rowIndex, componentID, pComponent);
return ErrorStatus.None;
}
/// <summary>
/// Set the component data for the specified entity.
/// </summary>
/// <typeparam name="T">The component type.</typeparam>
/// <param name="entity">The entity to set the component data for.</param>
/// <param name="component">The component data.</param>
public ErrorStatus SetComponent<T>(Entity entity, T component)
where T : unmanaged, IComponent
{
return SetComponent(entity, ComponentTypeID<T>.value, &component);
}
/// <summary>
/// Get a pointer to the component data for the specified entity.
/// </summary>
/// <param name="entity">The entity to get the component data for.</param>
/// <param name="componentID">The component type ID to get.</param>
/// <returns>Pointer to the component data, or null if not found.</returns>
public void* GetComponent(Entity entity, Identifier<IComponent> componentID)
{
if (!_entityLocations.TryGetElementAt(entity.ID, entity.Generation, out var location))
{
return null;
}
ref var archetype = ref _world.GetArchetypeReference(location.archetypeID);
return archetype.GetComponentData(location.chunkIndex, location.rowIndex, componentID);
}
/// <summary>
/// Get a reference to the component data for the specified entity.
/// </summary>
/// <typeparam name="T">The component type.</typeparam>
/// <param name="entity">The entity to get the component data for.</param>
/// <returns>Reference to the component data. null ref if not found.</returns>
public ref T GetComponent<T>(Entity entity)
where T : unmanaged, IComponent
{
var ptr = GetComponent(entity, ComponentTypeID<T>.value);
return ref *(T*)ptr; // This will return null ref if ptr is null.
}
/// <summary>
/// Check if the specified entity has the specified component.
/// </summary>
/// <param name="entity">The entity to check.</param>
/// <param name="componentID">The component type ID to check.</param>
/// <returns>True if the entity has the component, false otherwise.</returns>
public bool HasComponent(Entity entity, Identifier<IComponent> componentID)
{
if (!_entityLocations.TryGetElementAt(entity.ID, entity.Generation, out var location))
{
return false;
}
ref var archetype = ref _world.GetArchetypeReference(location.archetypeID);
return archetype.HasComponent(componentID);
}
/// <summary>
/// Check if the specified entity has the specified component.
/// </summary>
/// <typeparam name="T">The component type.</typeparam>
/// <param name="entity">The entity to check.</param>
/// <returns>True if the entity has the component, false otherwise.</returns>
public bool HasComponent<T>(Entity entity)
where T : unmanaged, IComponent
{
return HasComponent(entity, ComponentTypeID<T>.value);
}
/// <summary>
/// Set the enabled state of an enableable component for the specified entity.
/// </summary>
/// <param name="entity">The entity to set the enabled state for.</param>
/// <param name="componentID">The component type ID of the enableable component.</
/// <param name="enabled">True to enable the component, false to disable it.</param>
/// <returns>The result status of the operation.</returns>
public ErrorStatus SetEnabled(Entity entity, Identifier<IComponent> componentID, bool enabled)
{
if (!_entityLocations.TryGetElementAt(entity.ID, entity.Generation, out var location))
{
return ErrorStatus.NotFound;
}
ref var archetype = ref _world.GetArchetypeReference(location.archetypeID);
var chunkIndex = location.chunkIndex;
var rowIndex = location.rowIndex;
var layoutResult = archetype.GetLayout(componentID);
if (layoutResult.Error != ErrorStatus.None)
{
return layoutResult.Error;
}
ref var chunk = ref archetype.GetChunkReference(chunkIndex);
var chunkBase = chunk.GetUnsafePtr();
var maskBase = chunkBase + layoutResult.Value.enableBitsOffset;
var byteIndex = rowIndex >> Chunk.BIT_SHIFT;
var bitIndex = rowIndex & Chunk.BIT_ALIGNMENT_MINUS_ONE;
if (enabled)
{
maskBase[byteIndex] |= (byte)(1 << bitIndex);
}
else
{
maskBase[byteIndex] &= (byte)~(1 << bitIndex);
}
return ErrorStatus.None;
}
/// <summary>
/// Set the enabled state of an enableable component for the specified entity.
/// </summary>
/// <typeparam name="T">The enableable component type.</typeparam>
/// <param name="entity">The entity to set the enabled state for.</param>
/// <param name="enabled">True to enable the component, false to disable it.</
/// <returns>The result status of the operation.</returns>
public ErrorStatus SetEnabled<T>(Entity entity, bool enabled)
where T : unmanaged, IEnableableComponent
{
return SetEnabled(entity, ComponentTypeID<T>.value, enabled);
}
public void Dispose()
{
if (_disposed)
{
return;
}
_entityLocations.Dispose();
_disposed = true;
GC.SuppressFinalize(this);
}
}