WeslomPo

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I think this is a problem that previus author talked about. If we arrange conditions like that: ![image](https://user-images.githubusercontent.com/310008/187216427-c3e2a242-6989-4370-aec3-9fd1027abc0b.png) We expect it will execute task Print when all conditions are true...

After podering some time, I _fixed_ that by testing conditionalResult in ConditionalAbort if there no children nodes like that: ![image](https://user-images.githubusercontent.com/310008/187263468-1cbb77d2-ce83-48f7-af02-267f1c9ccc60.png) _conditionalResult must be initialized by called Condition(); in OnStart and...

This will be not an Entitas anymore :(. I don't think that packages will be so useful - compare to how it need to rework all engine to work with...

If I understand 3 and 4 approach - are impossible. You can't wait before all field is inited, because they are all initialized at that time. You don't need reactive...

Just generate field in simple plain method. But instead of generating CellClassObject - you will create entity, that have id, position, isOpen, isMine, isExploded, isFlagged, neighbourMinesAmount components, and on that...

I just adding ToString to all my components, sounds crude, but when you do it in new project - this is not a problem.

Make separate contexts like GameContext and UiContext, no? You can make a different contexts in preferences.

You doing all wrong. If you need to change part of component, then you need new component, that will be part of previous component. ```[Game] public class PositionComponent : IComponent...

Very hard to understand real application of your demand (maybe my translation skill not enough :) ). Can you provide a fake code example? By the way, may real components...