Olympe Engine 2.0
2D Game Engine with ECS Architecture
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Public Member Functions | Public Attributes | List of all members
Identity_data Struct Reference

Identity component for entity identification. More...

#include <ECS_Components.h>

Public Member Functions

 Identity_data ()=default
 Default constructor.
 
 Identity_data (std::string n, std::string t, std::string et)
 Construct with name, tag, and type.
 
 Identity_data (const Identity_data &)=default
 Copy constructor.
 
Identity_dataoperator= (const Identity_data &)=default
 Copy assignment operator.
 

Public Attributes

std::string name = "Entity"
 Entity name identifier.
 
std::string tag = "Untagged"
 Entity tag/category for grouping.
 
std::string type = "UnknownType"
 Entity type string (for backward compatibility)
 
EntityType entityType = EntityType::None
 Entity type enum (for layer management)
 
bool isPersistent = false
 Should the entity persist across levels?
 

Detailed Description

Identity component for entity identification.

Stores basic entity identification information including name, tag, and type classification.

Definition at line 98 of file ECS_Components.h.

Constructor & Destructor Documentation

◆ Identity_data() [1/3]

Identity_data::Identity_data ( )
default

Default constructor.

◆ Identity_data() [2/3]

Identity_data::Identity_data ( std::string  n,
std::string  t,
std::string  et 
)
inline

Construct with name, tag, and type.

Parameters
nEntity name
tEntity tag
etEntity type string

Definition at line 124 of file ECS_Components.h.

◆ Identity_data() [3/3]

Identity_data::Identity_data ( const Identity_data )
default

Copy constructor.

Member Function Documentation

◆ operator=()

Identity_data & Identity_data::operator= ( const Identity_data )
default

Copy assignment operator.

Member Data Documentation

◆ entityType

EntityType Identity_data::entityType = EntityType::None

Entity type enum (for layer management)

Definition at line 110 of file ECS_Components.h.

◆ isPersistent

bool Identity_data::isPersistent = false

Should the entity persist across levels?

Definition at line 113 of file ECS_Components.h.

Referenced by VideoGame::InitializeAITestScene().

◆ name

std::string Identity_data::name = "Entity"

◆ tag

std::string Identity_data::tag = "Untagged"

Entity tag/category for grouping.

Definition at line 104 of file ECS_Components.h.

◆ type

std::string Identity_data::type = "UnknownType"

Entity type string (for backward compatibility)

Definition at line 107 of file ECS_Components.h.


The documentation for this struct was generated from the following file: