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- type RenderData = u32;
- struct Manager {
- num_entities: usize,
- render_data: Vec<Option<RenderData>>
- }
- pub fn main() {
- let mut entity_manager = Manager {
- num_entities: 3,
- render_data: vec![Some(5), Some(2), None]
- };
- // Inside my game loop...
- for i in 0..entity_manager.num_entities {
- match &mut entity_manager.render_data[i] { // render_data is Option<RenderData>, where RenderData is a struct containing my data...
- &mut Some(ref mut data) => { // I really don't want to copy this data everywhere.
- // 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)
- *data += 1;
- },
- &mut None => (),
- }
- println!("{:?}", &entity_manager.render_data[i]);
- }
- }
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