Simon Schmid

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That would already be possible now

Btw, until there's a way to automatically generate this, you can also create custom events that are based on multiple components. In your case sth like `IDamageFireRateListener` with `(GameEntity entity,...

good old manual coding :) no code generation

@nomadfighter alternatively, you can try a general component check like this: ```csharp if (e.HasComponent(ActorComponentsLookup.View)) { var view = (ViewComponent)e.GetComponent(ActorComponentsLookup.View); } ``` The ids used to line up across contexts, but...

Btw, with the new events it's simple, the `DestroyedComponent` would have an `[Event(true)]` attribute and the views are `IDestroyedListeners` and can unlink and hide themselves

@FNGgames > I don't mind having these systems that talk to views because they're only ever talking to my interfaces That's exactly how I did before, too. If you think...

@FNGgames Btw, thank you very much for your post. I love it :) Thanks for taking the time, I think it will help a lot of people who are new...

To answer a question from the chat: > My only question is about the Input -> Command -> Process. Is there an example of this because I have a hard...

the larger the game and the more inputs you have, the more important it becomes to have a defined way how to handle those inputs. This approach helped me managing...