Simon Schmid
Simon Schmid
There are lots of benefits when you have a defined architecture in your game. One of those benefits is that you can automate and generate code. Imagine you want to...
To write a custom roslyn generator you have to set up a new c# project with .NET 4.6 and install roslyn. If you reference DesperateDevs.Roslyn you can use some utility...
I updated the diagram. Feedback very welcome
repost from @RomanZhu > In that diagram InputService validates input, checks amount of resources and creates command, then that command is executed without validation 150 resources - 100 (command1) =...
@cruiserkernan yes. E.g. entity with ShootCommandComponent added
Hi, design question, what would you say? (follow up of the problem described by @RomanZhu) Given as described in the diagram: - InputActionService validates input and creates command if valid...
Option 2 seems more redundant, but is also more flexible, since 1 input action can result in multiple different commands if needed
@RomanZhu I would say that's a game specific decision and doesn't apply for all scenarios. I'm currently updating my an example code to include the validation layer with reactive InputActionSystems...
I've re-did what we've used in my previous project with some changes. Here's my current setup: - InputController (MonoBehaviour) emits InputActionEntity.BuyItem - BuyItemSystem (reactive) will do validation and eventually emit...
Thinking about generalizing the input action components to only 1 component ``` string inputAction; Dictionary data; ``` to be able to easily serialize and record inputs