c0ffeeartc
c0ffeeartc
Solid move! Congratulations everyone! 🥳 🎉 🎂
> 3. generated code contains hardcoded component indices Please consider static initialisers also if possible. Currently `totalComponents` is required to be known before any context gets created. It forces order...
Hello, I'd wrap Random calls into `RandomService:IRandomService`, and then mock `IRandomService` with NSubstitute during tests
> How would you mock all the things? Curious myself, don't know a better way. Maybe not to test some parts...
> I think the tests can't deal with GameObjects ... ? Because they live in the scene ... ? (But maybe they can, because it's just an object instance from...
Can you make this value true in `jenny.properties` and see if it makes difference and doesn't break something else? `Entitas.CodeGeneration.Plugins.IgnoreNamespaces = true`
Ok. So the problem is inside `Entity.ToString` it was changed in some commit to improve visual debugging performance. You can move component outside namespace, or modify `Entity.ToString` and recompile Entitas.dll
You should modify config file that generator reads from and add context name to `Entitas.CodeGeneration.Plugins.Contexts` see https://github.com/sschmid/Match-One/blob/master/Jenny.properties for example
Model looks nice and very intuitive, should be in wiki somewhere 😄 I wouldn't place `Physics Collision` alongside `Button Click`, because Unity runs physics in separate cycle *N* times before...
@OmiCron07 I'd say it's up to the developer to decide. There is a balance what data to put into ECS layer and what to keep in View layer. Physics is...