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 Yearling
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Jan
4
comment Event Handling in an ECS
@Acorn Don't worry whether the other object is subscribed to eat DamageEvents, just send them. If the entity is in the list of damagable entities list for the DamageSystem, it will act accordingly. If it isn't, nothing happens. Sending events do not necessarily imply they'll be reacted upon. And a source system of events should not care who or what intercepts them and processes them.
Jan
2
answered ECS: performance of many systems cycling on entities
Dec
31
answered Event Handling in an ECS
Dec
15
awarded  Yearling
Nov
5
comment Where should complex state logic in an ECS reside?
Assuming Lua was your scripting language, the component would harbor two Lua scripts, one to fire when the component is first placed in active state and one when the component is first placed in inactive state. The scripts (open_door.lua, close_door.lua) contain your logic for your door. The component itself is the FSM interface that allows you to toggle between running two scripts to perform whatever activity you need. In other words, think of the scripts as your leaves in a behavior tree and the component as an inner node.
Nov
5
answered Where should complex state logic in an ECS reside?
Sep
7
answered Communicating with Collision System in ECS
Apr
23
answered Handling input with callback functions
Apr
23
answered How does Unity call “update()” in the scripts?
Apr
9
answered Character states in component based entity system
Apr
9
answered How to implement server side auto attack?
Apr
9
answered How should entities in a game reference each other?
Dec
15
awarded  Yearling
Nov
10
answered Entity Component Architecture and Scripting without using threads
Nov
10
comment Trouble Using Component Base Pattern
@Ello I believe what Nick was suggesting is that you have a separate class called 'Player' that has a variable of 'GameEntity'. This player class acts as an abstraction layer around the 'GameEntity' and component system for player-specific functionality.
Oct
29
revised Dealing with multiple scenes /levels
corrected code reference in for loop.
Oct
29
answered Dealing with multiple scenes /levels
Oct
29
answered When would a mesh collider be better than primitive colliders
Oct
29
suggested approved edit on Dealing with multiple scenes /levels
Oct
28
comment How do I attach UI data to logic data?
@therufuser I edited by answer and hopefully it's clearer what I was trying to convey.