Added World::ValidEntity for checking if an entity exists or not
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@@ -54,6 +54,11 @@ void World::DeleteEntity(EntityID entity)
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m_EntityNames.erase(entity);
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}
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bool World::ValidEntity(EntityID entity) const
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{
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return m_EntityParents.find(entity) != m_EntityParents.end();
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}
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void World::RegisterComponent(ComponentInfo& ci)
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{
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if (m_ComponentPools.find(ci.Name) == m_ComponentPools.end()) {
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@@ -75,7 +80,6 @@ ComponentWrapper World::AttachComponent(EntityID entity, std::string componentTy
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return c;
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}
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bool World::HasComponent(EntityID entity, std::string componentType) const
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{
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ComponentPool* pool = m_ComponentPools.at(componentType);
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@@ -88,7 +92,6 @@ ComponentWrapper World::GetComponent(EntityID entity, std::string componentType)
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return pool->GetByEntity(entity);
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}
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void World::DeleteComponent(EntityID entity, std::string componentType)
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{
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ComponentPool* pool = m_ComponentPools.at(componentType);
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@@ -102,13 +105,11 @@ const ComponentPool* World::GetComponents(std::string componentType)
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return (it != m_ComponentPools.end()) ? it->second : nullptr;
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}
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EntityID World::GetParent(EntityID entity)
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{
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return m_EntityParents.at(entity);
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}
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void World::SetParent(EntityID entity, EntityID parent)
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{
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EntityID lastParent = m_EntityParents.at(entity);
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