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Distributed multiplayer game engine in C++
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LuaSystemAdapter.hpp
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1/*
2** EPITECH PROJECT, 2025
3** RTYPE
4** File description:
5** LuaSystemAdapter - Bridge between ECS LuaSystem and Scripting LuaEngine
6*/
7
8#pragma once
9
10#include "LuaEngine.hpp"
14
15namespace scripting {
25 public:
33
42 void update(ecs::Registry &registry, float deltaTime) override;
43
49 ecs::ComponentMask getComponentMask() const override;
50
51 private:
54 };
55
56} // namespace scripting
Base interface for all ECS systems.
Definition ISystem.hpp:37
Manages entities, their signatures and component type registrations.
Definition Registry.hpp:68
High-level ECS manager providing clean server-side API.
Definition ECSWorld.hpp:122
Manages Lua state and script execution for the server.
Definition LuaEngine.hpp:28
ECS system that executes Lua scripts for entities.
ecs::ComponentMask getComponentMask() const override
Get component mask for this system.
ecs::wrapper::ECSWorld * _world
void update(ecs::Registry &registry, float deltaTime) override
Updates all Lua scripts for entities.
std::uint64_t ComponentMask
Type alias for component bitmask.
Definition ISystem.hpp:24