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Attributes
The code generator currently supports the following attributes to be used with classes, interfaces and structs :
-
[Context]
: You can use this attribute to make a component be available only in the specified context(s); e.g.,[MyContextName]
,[Enemies]
,[UI]
, etc. Improves memory footprint. It can also create components. -
[Unique]
: The code generator will provide additional methods to ensure that up to a maximum of one entity with this component exists. -
[FlagPrefix]
: Can be used to support custom prefixes for flag components only. -
[PrimaryEntityIndex]
: Can be used to limit entities to a unique component value. -
[EntityIndex]
: Can be used to search for entities with a component value. -
[CustomComponentName]
: Generates multiple components with different names for one class or interface. -
[DontGenerate]
: The code generator will not process components with this attribute. -
[Event]
: The code generator will generate components, systems and interface to support reactive UI. -
[Cleanup]
: The code generator will generate systems to remove components or destroy entities.
This attribute can be used for the following purposes:
- Add a component to the default Context.
- Add a component to a custom Context.
- Generate a component from a
class
,interface
orstruct
.
When used simply as [Context]
on a class
, interface
or struct
the code generator will create a new class
for you with the suffix Component
and add this new class to the default context; e.g., if your class is called Position
the generated component will be called PositionComponent
.
If you would like to use a custom context, first you must define it in the Entitas preference window. After creating a custom context such as 'Enemies' the code generator will subclass the default context attribute so that you can simply use [Enemies]
as your custom context attribute in your class
, interface
or struct
. The custom context classes can be found as individual files in your Generated Folder with the format {contextName}Attribute.cs
.
Add some custom contexts in the Entitas preference window and click on "Generate":
You can now use the newly generated contexts attributes in your components:
using Entitas;
using Entitas.CodeGeneration;
[Game, Ui]
public class SceneComponent : IComponent
{
public Scene Value;
}
[Game]
public class Bullet
{
// Since it doesn't derive from 'IComponent'
// it will be generated as 'BulletComponent'
}
[Meta]
public struct EditorOnlyVisual
{
public bool ShowInMode;
public EditorOnlyVisual(bool show) {
this.ShowInMode = show;
}
}
All of the above performs the same two operations: create a component and add it to one or more contexts.
Add this attribute to components that should not have more than one instance in your application. This is an alternative for cases where you would want to use a singleton. It has the potential to throw an exception if circumvented in such a way that more than one entity with the component is found. It will generate the following additional properties and methods for the component:
Context.{ComponentName}Entity
-
Context.{ComponentName}.{ComponentProperty}
(non-flag components) -
Context.Set{ComponentName}({ComponentProperty})
(non-flag components) -
Context.Replace{ComponentName}({ComponentProperty})
(non-flag components) -
Context.Remove{ComponentName}()
(non-flag components) -
Context.has{ComponentName}()
(non-flag components)
Define your component:
using Entitas;
using Entitas.CodeGeneration.Attributes;
[Core] // Context name
[Unique]
public class UserComponent : IComponent {
public string name;
public int age;
}
You now have the following properties and methods available:
var context = Contexts.core;
var e = context.userEntity;
var name = context.user.name;
var has = context.hasUser;
context.SetUser("John", 42);
context.ReplaceUser("Max", 24);
context.RemoveUser();
Works only with components that act as flags. Flag components are empty classes, therefore have no fields and act as a form of boolean flag for entities. If this attribute is used in a component with public fields it will silently fail and no custom prefix will be generated.
Create a flag component:
using Entitas;
using Entitas.CodeGeneration;
[FlagPrefix("flag")]
public class DestroyComponent : IComponent {
}
What the code generator would normally provide without the attribute:
entity.isDestroy = true;
With the [FlagPrefix]
attribute:
entity.flagDestroy = true;
- When "is" as a flag prefix would read awkwardly.
Using this attribute on a component value will prevent duplicates of that value being used when adding that component to an entity. In addition, an accessor function will be added to the appropriate context to allow you to quickly find an entity with a value you are looking for.
using Entitas;
using Entitas.CodeGeneration.Attributes;
// Core component to provide a name. Will only allow a single entity with that name.
[Game]
public class NameComponent : IComponent {
[PrimaryEntityIndex]
public string value;
}
// Can use Game.GetEntityWithName("Foo");
- For components that are almost unique, but not quite.
Using this attribute on a component value will allow you to search the context for all entities with the component attached and specific values.
[Game]
public class FactionComponent : IComponent {
[EntityIndex]
public string name;
}
// Can now use Game.GetEntitiesWithFaction("Player");
With this attribute you can generate multiple components that differ only in name and share the same public fields. All from a single definition. This can be used to to enforce uniformity across multiple components and avoid the tedious task of writing all the components individually.
The following will automatically generate PositionComponent, VelocityComponent and add them to the default context for you:
[Context, CustomComponentName("Position", "Velocity")]
public struct IntVector2 {
public int x;
public int y;
}
This attribute is self-explanatory, any component with this attribute will be skipped by the code generator.
using Entitas;
using Entitas.CodeGeneration;
[DontGenerate]
public class FutureFeatureComponent : IComponent {
}
- Mostly for internal use, to ensure that components generated by Entitas (e.g. event listeners) aren't themselves processed.
- Also useful for similar reasons if generating components with your own code generator.
[Event({EventTarget}, {EventType}, {priority})]
Will generate additional listener interfaces and components that react to component change. Eliminate the need to write RenderXSystem
s.
[Game, Event(EventTarget.Self)]
public class PositionComponent : IComponent
{
public float x;
public float y;
}
public class GameView: Monobehaviour, IPositionListener
{
// Function to call after adding this View to a GameEntity
public void RegisterListeners(Contexts contexts, GameEntity entity)
{
entity.AddGamePositionListener(this);
}
public void OnPosition(GameEntity entity, float x, float y)
{
transform.position = new Vector2(x,y);
}
}
// using the same GameController from HelloWorld tutorial
public class GameController : MonoBehaviour
{
...
private static Systems CreateSystems(Contexts contexts)
{
return new Feature("Systems")
// Your systems here
.Add(new GameEventSystems(contexts));
}
}
}
In the example above, when a GameEntity
's position is changed, the generated GameEventSystems
will call OnPosition(entity, x, y);
for all subscribed listeners.
Using the PositionComponent
example for ease of understanding:
EventTarget
-
.Self
: View'sOnPosition
will be called only when the listenedGameEntity
's position is changed. -
.Any
: View'sOnPosition
will be call when anyGameEntity
's position is changed.
First parameter of OnPosition
is the entity whose Position has changed.
EventType
-
.Added
(default): Will generateIPositionListener
. -
.Removed
: Will generateIPositionRemovedListener
.
priority
Decide generated systems' execution order.
- Playing animations
- Playing sound effects
- Updating UI (e.g. for score)
- Any other interaction with APIs that exist outside of your game logic
Note: While generated Event
s can technically be used for game logic, we recommend using reactive systems for that instead.
There are currently two options:
- CleanupMode.DestroyEntity
- CleanupMode.RemoveComponent
CleanupMode.DestroyEntity
will generate a system that destroys all
entities which have this component.
CleanupMode.RemoveComponent
will generate a system that will remove
this component from all entities which have this component.
[Cleanup(CleanupMode.DestroyEntity)]
public sealed class DestroyedComponent : IComponent {
}
- Processing components or entities that represent short-lived messages rather than game objects.
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