The ETHEntityArray
object allows direct access to the ETHEntity@
handle through index [] operators
just like in C++:
for (uint t=0; t<bombs.Size(); t++) { // Checks if the current handle is valid // before doing anything if ((bombs[t]) is null) continue;
// Checks if the current bomb is active in scene if (!bombs[t].IsAlive()) continue; // moves the entity to the right bombs[t].AddToPositionXY(vector2(3.0f,0.0f)); }
See the ETHEntityArray
section in the API reference to learn more.