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Configs
pointcache edited this page Jan 15, 2017
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URSA has a Configuration system that:
- Has a ConfigSystem as a manager
- Uses ConfigBase that is a child of ComponentBase thus it is an ECS Component and is accessible through the Pool
- supports save a load from files on disk with different modes.
##Intro Configs are just a set of data objects that will live for the whole lifecycle of the program, and are global. They are different from PersistentData, they will ignore changes of profiles and are used to:
- Hold core engine state configuration, like graphics options, input layouts
- Hold global gameplay variables, like player speed, drop rates, etc.
- Save data that should be retained between sessions, like - what was the last player profile/save file used, etc.
ConfigSystem allows you to specify where you want your files to be saved.
##Usage
Creating new config component is nearly identical to Component , but you inherit from ConfigBase instead and add ConfigAttribute to your class, providing config pretty name and description.
Instead of using SerializedData like Component, config is using exclusively rVars
