Breaking changes :
- Processors can work as groups. It's useful when you want to have only one group in the processor.
// Add OnAdd, OnRemove events for group.
[GroupWantEvent(Op.Add | Op.Remove)]
sealed class ProcessorObserver : Processor<ComponentObserver>, ITick
{
public void Tick(float delta)
{
for (int i = 0; i < source.length; i++)
{
ref var cObserver = ref source.entities[i].ComponentObserver();
for (int j = 0; j < cObserver.length; j++)
cObserver.wrappers[j].Check();
}
}
public override void OnAdd(ent[] entities, int length)
{
for (int i = 0; i < length; i++)
{
ref var cObserver = ref entities[i].ComponentObserver();
for (int j = 0; j < cObserver.length; j++)
cObserver.wrappers[j].FirstTime();
}
}
public override void OnRemove(ent[] entities, int length)
{
for (int i = 0; i < length; i++)
{
ref var cObserver = ref entities[i].ComponentObserver();
for (int j = 0; j < cObserver.length; j++)
cObserver.wrappers[j].Check();
}
}
}
- OnAdd / OnRemove delegates for entities groups were changed with event class. Also the event method holds all entities that were added/removed to the group at the current frame.
sealed class ProcessorUI : Processor, ITick
{
Group<ComponentUI> groupUI;
public ProcessorUI()
{
// Add Events to the group and choose event type.
groupUI.Set<Events>(Op.Remove);
// You can choose both events as well.
// groupUI.Set<Events>(Op.Add|Op.Remove);
}
// Make a special class for events.
class Events : GroupEvents
{
public override void OnRemove(ent[] entities, int length)
{
for (int i = 0; i < length; i++)
{
ref var entity = ref entities[i];
var cUI = entity.ComponentUI();
cUI.view.Release();
}
}
}
}
- Components boilerplate code have changed.
sealed class ComponentFSM
{
public IFSM source;
public int stateNext = -1;
public int stateCurrent = -1;
}
#region HELPERS
static partial class Components
{
static SComponentFSM sComponentFSM = new SComponentFSM();
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal static ref ComponentFSM ComponentFSM(in this ent entity)
=> ref Storage<ComponentFSM>.components[entity.id];
internal class SComponentFSM : Storage<ComponentFSM>.Setup
{
// Component create method.
public override ComponentFSM Create() => new ComponentFSM();
// Optional dispose method for all components that must be removed on the current frame.
// Use this method to revert component to default setup or clean links.
public override void Dispose(int[] id, int len)
{
for (int i = 0; i < len; i++)
{
ref var component = ref components[id[i]];
component.source = null;
component.stateCurrent = -1;
component.stateNext = -1;
}
}
}
}