slash-framework
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Provides both a low-level implementation of component-based entity systems and Unity3D integration for them.
Correct me if I'm wrong, I thought the advantage of the ECS is that if I want to delete a feature, I just need to delete the folder. But I...
The question ocurred: > it seems like there are several classes that inherit from MonoBehaviour that are meant to be attached to gameobjects (EntityConfigurationBehaviour, EntityBehaviour, EntityGameObjectMap, etc.) It’s not clear...
There should be some tools to connect the game logic of the Slash framework with the Unity side. But the existing classes are already a bit outdated and weren't really...
Plus it should be possible to create a new blueprint file
It should open the Blueprint Editor with the current set blueprints xml
Right now there's a big if-else switch in EditorGUIUtils. We should use the PropertyDrawer functionality instead, so we only have to provide custom PropertyDrawers for types that don't have one...
As we hold all our data inside the components, we basically just have to serialize the entity manager. First you should serialize all entities with their id and the blueprint...
- After creating initial release package - Upload to http://www.slashgames.org/framework/api (Use Jenkins job for creation and upload)
Many sources miss xml documentation. We should add it over time and make sure that new code is properly documented.