Comments (3)
I've just realized that World
can just inherit from World<NullEventsHandler>
, and the Arch API would stay compatible, e.g.:
public class World: World<NullEventsHandler>
{
// shadows World<NullEventsHandler>.Create
public static World Create(/*...*/)
{
// ...
}
}
So, if anyone wants to use events, they may simply use World<MyEventsHandler>.Create
instead of World.Create
.
from arch.
This is definitely worth considering. This could simplify some things and it has the advantage that the performance remains stable. Unfortunately I'm currently working on some other features, but that would also be worth considering ^^
from arch.
How would you then listen for individual component changes? That doesn't really make sense to me right now.
E.g.
world.OnAdded<Velocity>(() => {});
So how would this generic world variant implement this?
from arch.
Related Issues (20)
- Mark classes as sealed
- BitSet can cause exceptions on certain platforms HOT 1
- EVENTS and PURE_ECS together is unsupported
- World should have an IsAlive for EntityReference HOT 1
- Component Lifecycle Query Filters
- Component adding/removing events are inconsistent HOT 1
- Broken example on wiki page Query techniques (Custom enumeration)
- Bug in JobScheduler makes Arch not close all job threads. HOT 2
- Is it normal for coimponents not being removed on the entities? HOT 2
- Command Buffer without world in constructor HOT 2
- chunk.Has<T>() is possibly broken HOT 2
- Enabling `EVENTS` on other platforms HOT 9
- Remove auto reset from Command Buffer `PlayBack()` method HOT 5
- Disable entity? HOT 1
- IndexOutOfRangeException in SparseJaggedArray HOT 5
- Faster version "World.Get<T>(Entity entity)" HOT 3
- Adding components within inline query affects references to current components HOT 2
- Emotes keep playing when falling / teleporting
- Arch and Blazor webassembly
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from arch.