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Currently the timings are manage in a way that require an update every frame.
The aim is to change that to only set the time of the end of state.
So when an ability start casting, the next state time is set to the current time plus the cast time.
That way we avoid updating a value every frame and just need to read and not write.
This should alloww for some optimisation uising didchange filters.
Line 154 throws an error complaining that ForEachCount
is accesses before RemapEffectsJob
from line 149 is completed, which I think is technically properly detected error, yet does not seem to cause any issues ๐ค
Back when you posted your original code in the Unity forums and I started massaging the code to work for my game, I noticed a real world memory leak scenario.
The EffectTriggerSystem
effectively creates a NativeStream
allocated via Allocator.TempJob
here:
which is fine as long as the EffectConsumerSystem
actually runs and runs
https://github.com/WAYNGROUP/MGM-Skill/blob/832fbea7701f8ef56f792e0f273d0182aec94191/Runtime/Systems/EffectConsumerSystems.cs#L159
... which might NOT happen when (if I recall correctly) i.e. no HealthEffect
was produced in the current tick, then the ECS system doesn't run the i.e. HealthEffectConsumerSystem
at all.
My solution was to add a [AlwaysUpdateSystem]
to all the Consumer Systems in order to ensure proper cleanup.
TL;DR
Basically the producer always runs, so we need to make sure the consumer also always cleans up.
Allow for the definition of custom constraint like level requirement or previous skill known and so on.
The additionnal context data should be added to the requierement of the entity description, not create separate set of entities that match the context description in addition to the basic component required.
Implement custom visual element for displaying the ability info on screen.
The visual element should :
Git tag: 0.2.0-preview
package.json's version: 0.1.2-preview
To fix: bump version, then re-tag 0.2.0-preview.
To avoid it in the future, recommended readings:
The issue is detected by openupm build pipelines (right bottom "build issues" section). OpenUPM is an open-source UPM registry with automatic build pipelines.
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