I am developing an game with ECS architecture and trying to design a character damage system.
Does the following design fits into ECS conception and will it be extendable in future?
I have an
Actorcomponent with health percent attribute and
I also have an inventory system, so actors can use some food to increase their health.
When actors use inventory items, their Lua handlers executes and generates
ActorDamagesystem receives this event and increases or decreases the actor's health.
Other game systems link actors' AI system or actors' keyboard control systems can also trigger hit events.
So, is this an appropriate design conception, or is there something I need to correct or improve?