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Merge branch 'master' into develop
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PixeyeHQ committed Jul 3, 2020
2 parents d0105f0 + 99bd292 commit 1de66b7
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4 changes: 2 additions & 2 deletions README.md
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## ⭐ Why Actors ?
The framework favors simplicity and doesn't try to "abstract away" Unity workflows bringing first-class support for combining ECS with classic Unity component system.
- Deterministic worflow.
- Deterministic workflow.
- ECS with clean syntax and no codegen.
- ECS integration with Unity gameobjects via Actor components.
- Logic Layers.
Expand Down Expand Up @@ -259,7 +259,7 @@ Obj.Create(Pool.Entities,"Obj Alpaca");
```
In case you used pool you must provide the pool ID.
```csharp
var transform = Obj.Create((Pool.Entities, "Obj Alpaca");
var transform = Obj.Create(Pool.Entities, "Obj Alpaca");
transform.gameObject.Release(Pool.Entities);
```

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6 changes: 3 additions & 3 deletions Runtime/LibEcs/EntityMeta.cs
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Expand Up @@ -57,7 +57,7 @@ public void AddComponent(int type)
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void RemoveComponent(int type, int entityID)
{
for (var tRemoveIndex = 0; tRemoveIndex < componentsAmount; tRemoveIndex++)
for (var tRemoveIndex = 0; tRemoveIndex <= componentsAmount; tRemoveIndex++)
{
if (components[tRemoveIndex] == type)
{
Expand Down Expand Up @@ -85,7 +85,7 @@ public void AddGroup(int type)
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void RemoveGroup(int type)
{
for (var tRemoveIndex = 0; tRemoveIndex < componentsAmount; tRemoveIndex++)
for (var tRemoveIndex = 0; tRemoveIndex <= componentsAmount; tRemoveIndex++)
{
if (groups[tRemoveIndex] == type)
{
Expand All @@ -100,7 +100,7 @@ public void RemoveGroup(int type)
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public bool AlreadyInGroup(int groupID)
{
for (var gIndex = 0; gIndex < groupsAmount; gIndex++)
for (var gIndex = 0; gIndex <= groupsAmount; gIndex++)
{
if (groups[gIndex] == groupID) return true;
}
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