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# Arch.Extended | ||
An extension package for Arch providing several utilities and new features. | ||
> :warning: Still WIP. | ||
[![Maintenance](https://img.shields.io/badge/Maintained%3F-yes-green.svg?style=for-the-badge)](https://GitHub.com/Naereen/StrapDown.js/graphs/commit-activity) | ||
[![Nuget](https://img.shields.io/nuget/v/Arch?style=for-the-badge)](https://www.nuget.org/packages/Arch/) | ||
[![License](https://img.shields.io/badge/License-Apache_2.0-blue.svg?style=for-the-badge)](https://opensource.org/licenses/Apache-2.0) | ||
![C#](https://img.shields.io/badge/c%23-%23239120.svg?style=for-the-badge&logo=c-sharp&logoColor=white) | ||
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Extensions for [Arch](https://github.com/genaray/Arch) with some useful features like Systems, Source Generator and Utils. | ||
- | ||
- 🛠️ **_Productive_** > Adds some useful tools and features to the main repository! | ||
- ☕️ **_SIMPLE_** > Works easily, reliably and understandably! | ||
- 💪 _**MAINTAINED**_ > It's actively being worked on, maintained, and supported! | ||
- 🚢 _**SUPPORT**_ > Supports .NetStandard 2.1, .Net Core 6 and 7 and therefore you may use it with Unity or Godot! | ||
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# Features & Tools | ||
- ⚙️ **_Systems_** > By means of systems, it is now easy to organize, reuse and arrange queries. | ||
- ✍️ **_Source Generator_** > Declarative syntax using attributes and source generator, let your queries write themselves! | ||
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# Systems Code sample | ||
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The Arch.System package provides a number of useful classes to organize and structure queries. | ||
These are organized into "systems" and can also be grouped. | ||
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The example below demonstrates a slightly larger code sample | ||
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```cs | ||
// Components ( ignore the formatting, this saves space ) | ||
public struct Position{ float X, Y }; | ||
public struct Velocity{ float Dx, Dy }; | ||
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// BaseSystem provides several usefull methods for interacting and structuring systems | ||
public class MovementSystem : BaseSystem<World, float>{ | ||
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private QueryDescription _desc = new QueryDescription().WithAll<Position, Velocity>(); | ||
public MovementSystem(World world) : base(world) {} | ||
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// Can be called once per frame | ||
public override void Update(in float deltaTime) | ||
{ | ||
// Run query, can also run multiple queries inside the update | ||
World.Query(in _desc, (ref Position pos, ref Velocity vel) => { | ||
pos.X += vel.X; | ||
pos.Y += vel.Y; | ||
}); | ||
} | ||
} | ||
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public class Game | ||
{ | ||
public static void Main(string[] args) | ||
{ | ||
var deltaTime = 0.05f; // This is mostly given by engines, frameworks | ||
// Create a world and a group of systems which will be controlled | ||
var world = World.Create(); | ||
var _systems = new Group<float>( | ||
new MovementSystem(world), // Run in order | ||
new MyOtherSystem(...), | ||
... | ||
); | ||
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_systems.Initialize(); // Inits all registered systems | ||
_systems.BeforeUpdate(in deltaTime); // Calls .BeforeUpdate on all systems ( can be overriden ) | ||
_systems.Update(in deltaTime); // Calls .Update on all systems ( can be overriden ) | ||
_systems.AfterUpdate(in deltaTime); // Calls .AfterUpdate on all System ( can be overriden ) | ||
_systems.Dispose(); // Calls .Dispose on all systems ( can be overriden ) | ||
} | ||
} | ||
``` | ||
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# Systems source generator | ||
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The Arch.System.SourceGenerator provides some code generation utils. | ||
With them, queries within systems can be written virtually by themselves and it saves some boilerplate code. | ||
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The only thing you have to pay attention to is that the system class is partial and inherits from BaseSystem. | ||
The attributes can be used to meaningfully describe what query to generate, and the query will always call the annotated method. | ||
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```cs | ||
// Components ( ignore the formatting, this saves space ) | ||
public struct Position{ float X, Y }; | ||
public struct Velocity{ float Dx, Dy }; | ||
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// BaseSystem provides several usefull methods for interacting and structuring systems | ||
public partial class MovementSystem : BaseSystem<World, float>{ | ||
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public MovementSystem(World world) : base(world) {} | ||
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// Generates a query and calls this annotated method for all entities with position and velocity components. | ||
[Update] | ||
[MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
public void MoveEntity(ref Position pos, ref Velocity vel) | ||
{ | ||
pos.X += vel.X; | ||
pos.Y += vel.Y; | ||
} | ||
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/// Generates a query and calls this method for all entities with position, velocity, player, mob, particle, either moving or idle and no dead component. | ||
/// All, Any, None are seperate attributes and do not require each other. | ||
[Update] | ||
[All<Player, Mob, Particle>, Any<Moving, Idle>, None<Dead>] | ||
[MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
public void MoveEntityWithConstraints(ref Position pos, ref Velocity vel) | ||
{ | ||
pos.X += vel.X; | ||
pos.Y += vel.Y; | ||
} | ||
} | ||
``` | ||
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If you use the source generator and its attributes in a class that does not override `BaseSystem.Update`, this method is implemented by the source generator itself. | ||
If the method is already implemented by the user, only "query" methods are generated, which you can call yourself. | ||
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```csharp | ||
public partial class MovementSystem : BaseSystem<World, GameTime> | ||
{ | ||
private readonly QueryDescription _customQuery = new QueryDescription().WithAll<Position, Velocity>(); | ||
public DebugSystem(World world) : base(world) { } | ||
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public override void Update(in GameTime t) | ||
{ | ||
World.Query(in _customQuery, (in Entity entity) => Console.WriteLine($"Custom : {entity}")); // Manual query | ||
MoveEntityQuery(); // Call source generated query, which calls the MoveEntity method | ||
} | ||
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[Update] | ||
[MethodImpl(MethodImplOptions.AggressiveInlining)] | ||
public void MoveEntity(ref Position pos, ref Velocity vel) | ||
{ | ||
pos.X += vel.X; | ||
pos.Y += vel.Y; | ||
} | ||
} | ||
``` |