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authorchai <chaifix@163.com>2019-01-29 08:52:30 +0800
committerchai <chaifix@163.com>2019-01-29 08:52:30 +0800
commit6756fad2ec987b48f9e2afb967d9ba65f117f9b9 (patch)
tree54ed8777f4ffe00c8786265bb54d62479099a4f4 /Source/Asura.Framework/entity.lua
parenta94b3b42900d612d25bc1a40280a21fb46ffbc4b (diff)
*misc
Diffstat (limited to 'Source/Asura.Framework/entity.lua')
-rw-r--r--Source/Asura.Framework/entity.lua15
1 files changed, 8 insertions, 7 deletions
diff --git a/Source/Asura.Framework/entity.lua b/Source/Asura.Framework/entity.lua
index 0edded4..b41d365 100644
--- a/Source/Asura.Framework/entity.lua
+++ b/Source/Asura.Framework/entity.lua
@@ -1,10 +1,11 @@
---[[
-实体,作为scene中的实体存在。
-]]
+--
+-- 实体,作为scene中的实体存在。Scene中唯一管理的就是实体entity,游戏里的所有component都依附于entity存在,包括camera组件。
+--
require "transform"
-local Entity = AsuraEngine.Asset.Sub("Entity")
-AsuraEngine.Entity = Entity
+AsuraEngine.Entity = AsuraEngine.Asset.Sub("Entity")
+
+local Entity = AsuraEngine.Entity
function Entity:Ctor()
self.transform = AsuraEngine.Transform.New()
@@ -19,12 +20,12 @@ function Entity:AddComponent(type, name)
self.components[cname] = compoennt
end
---根据组件名拿到组件
+-- 根据组件名拿到组件
function Entity:GetComponent(name)
return self.components[name]
end
---根据组件类型拿到组件
+-- 根据组件类型拿到组件
function Entity:GetComponentByType(tname)
end