text: #include "Entity.hpp"
  #include <iostream>
  
  Entity::Entity(EntityManager &t_manager) : m_manager(t_manager)
  {
      this->m_active = true;
  }
  
  Entity::Entity(EntityManager &t_manager, std::string t_name, LayerType t_layer)
      : m_manager(t_manager), name(t_name), layer(t_layer)
  {
      this->m_active = true;
  }
  
  void Entity::update(float t_deltaTime)
  {
      for (auto &&component : m_components)
      {
          component->update(t_deltaTime);
      }
  }
  
  void Entity::render()
  {
      for (auto &&component : m_components)
      {
          component->render();
      }
  }
  
  void Entity::destory() { this->m_active = false; }
  
  bool Entity::isActive() const { return this->m_active; }
  
  void Entity::listAllComponents() const
  {
      for (auto &&mapElement : m_componentTypeMap)
      {
          std::cout << "    Component<" << mapElement.first->name() << "> \n";
      }
  }
  