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Jul 29th, 2015
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  1. type RenderData = u32;
  2.  
  3. struct Manager {
  4. num_entities: usize,
  5. render_data: Vec<Option<RenderData>>
  6. }
  7.  
  8. pub fn main() {
  9.  
  10. let mut entity_manager = Manager {
  11. num_entities: 3,
  12. render_data: vec![Some(5), Some(2), None]
  13. };
  14.  
  15. // Inside my game loop...
  16. for i in 0..entity_manager.num_entities {
  17. match &mut entity_manager.render_data[i] { // render_data is Option<RenderData>, where RenderData is a struct containing my data...
  18. &mut Some(ref mut data) => { // I really don't want to copy this data everywhere.
  19. // Render the entity using my data. The data kind of needs to be modified a bit. (Make sure the Uniforms are up to date, for those interested in why)
  20. *data += 1;
  21. },
  22. &mut None => (),
  23. }
  24. println!("{:?}", &entity_manager.render_data[i]);
  25. }
  26. }
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