#include "Components/ParentComponent.h" #include "Entity.h" void Entity::AddChild(Entity ent) { if ((int)m_EntityHandle != ent.GetHandle()) { ent.GetComponent().HasParent = true; ent.GetComponent().Parent = *this; GetComponent().Children.push_back(ent); } } Entity::Entity(entt::entity handle, Scene* scene) { m_EntityHandle = handle; m_Scene = scene; } Entity::Entity(const Entity& ent) { this->m_EntityHandle = ent.m_EntityHandle; this->m_Scene = ent.m_Scene; } Entity::Entity(){}