A simple to use in memory DB made for Actors Framework.
Add "com.pixeye.ecsdb": "https://github.com/dimmpixeye/ecs.database.git",
into your project manifest.json file.
If you use Assembly Defininition (AD) files then don't forget to add Pixeye.Framework.DataBase
to your AD source.
Make a data class and Components helper for getting data from entity.
using System.Runtime.CompilerServices;
using Pixeye.Framework;
namespace Pixeye.Source
{
[System.Serializable]
sealed class DataMotion
{
public float speedWalk;
public float speedRun;
public float speedRush;
}
#region HELPERS
static partial class Components
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal static DataMotion DataMotion(in this ent entity)
{
return DBHelper.source[entity.id].nodes[Data.Indexer<DataMotion>.ID] as DataMotion;
}
}
#endregion
}
Make a data base class where you define and load data.
// make a static class and name is like DataBase. It doesn't really matter.
static class DataBase
{
// Play Setup method before scene starts. All your data loading stuff goes here.
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
static void Setup()
{
// Load Pawns
Pawns.LoadGunner();
Pawns.LoadCivil();
Pawns.LoadEngineer();
}
// I prefer to split data types of different domains into nested classes.
internal static class Pawns
{
// Data holders
public static Data Gunner;
public static Data Civil;
public static Data Engineer;
public static Data Digger;
public static Data Mutant;
public static Data Stalker;
//===============================//
// Pawn Engineer
//===============================//
// Just a method to fetch data
public static void LoadEngineer()
{
var data = Engineer = new Data();
// Data Motion
var dataMotion = data.Add<DataMotion>();
dataMotion.speedWalk = 35;
dataMotion.speedRun = 80;
dataMotion.speedRush = 100;
}
Use it in your project!
public static void NewPawnEngineer()
{
ent entity = Entity.Create();
// Bind entity with data from DB
entity.Set(DataBase.Pawns.Engineer);
var cAI = entity.Set<ComponentAI>();
// recieve variables from Data Components
cAI.speed = entity.DataMotion().speedWalk;
}