Added lua binding for FindAllEntities (#774)

This commit is contained in:
ElCapor
2023-10-31 15:34:26 +01:00
committed by GitHub
parent c27b5ed013
commit 111cec144e
3 changed files with 23 additions and 0 deletions
@@ -629,6 +629,7 @@ The scene holds components. Entity handles can be used to retrieve associated co
- UpdateHierarchy() -- updates the full scene hierarchy system. Useful if you modified for example a parent transform and children immediately need up to date result in the script
- CreateEntity() : int entity -- creates an empty entity and returns it
- FindAllEntities() : table[entities] -- returns a table with all the entities present in the given scene
- Entity_FindByName(string value, opt Entity ancestor = INVALID_ENTITY) : int entity -- returns an entity ID if it exists, and INVALID_ENTITY otherwise. You can specify an ancestor entity if you only want to find entities that are descendants of ancestor entity
- Entity_Remove(Entity entity, bool recursive = true, bool keep_sorted = false) -- removes an entity and deletes all its components if it exists. If recursive is specified, then all children will be removed as well (enabled by default). If keep_sorted is specified, then component order will be kept (disabled by default, slower)
- Entity_Duplicate(Entity entity) : int entity -- duplicates all of an entity's components and creates a new entity with them. Returns the clone entity handle