4nonym0us
4nonym0us
It's just a sample draft to start the discussion and find out whether you are interested in the feature at all. I aggree that using IRegistration to store execution order...
The feature is important for Unity-oriented DI containers because there are cases where having only couple timings is not enough to cover the requirement: * Unity provides API (`DefaultExecutionOrderAttribute`, `MonoImporter.SetExecutionOrder()`)...
I've created a PR with a basic implementation. Public API for controlling execution order is [here](https://github.com/hadashiA/VContainer/pull/287/files#diff-d2ed92bd2edb71ac8b36cbc73a899a7b1e4cad629a6c8a7113a25b02d140df76R109-R114). Corresponding unit test is located [here](https://github.com/hadashiA/VContainer/pull/287/files#diff-55baee67399301139a65ee580dc18208c3f6bc2dcb9b3140af3f6636a6ddf5e5R390). Execution order number works just like Unity's or...
Yeah, the scenario above (as well as any scene/asset/resource loading) is asynchronousand It absolutely makes sense to use message brokers (like UniRx or MessagePipe) to coordinate the services, which might...
@Artein Sometimes it is sufficient indeed. Nevertheless, there is a reason for API to control execution order to be common in Unity world: 1. Unity (as `DefaultExecutionOrderAttribute` and [Script Execution...