diff --git a/Assets/Plugins/Svelto.ECS b/Assets/Plugins/Svelto.ECS
index ed99cbd..d059a24 160000
--- a/Assets/Plugins/Svelto.ECS
+++ b/Assets/Plugins/Svelto.ECS
@@ -1 +1 @@
-Subproject commit ed99cbd82005a55e9b13980793ee1550322a7dda
+Subproject commit d059a24aecf19cdfd0a7ba87b5e25af2ec30169b
diff --git a/Assets/Svelto-ECS-Example/Scripts/MainContext.cs b/Assets/Svelto-ECS-Example/Scripts/MainContext.cs
index d3f578a..90cb3ad 100644
--- a/Assets/Svelto-ECS-Example/Scripts/MainContext.cs
+++ b/Assets/Svelto-ECS-Example/Scripts/MainContext.cs
@@ -177,7 +177,10 @@ void SetupEngines()
//all these engines in the list will be called in order (which in this
//case was not important at all, so stretched!!)
{
- { PlayerDeathCondition.Death, playerMovementEngine, playerAnimationEngine, enemyAnimationEngine, damageSoundEngine, hudEngine}
+ {
+ PlayerDeathCondition.Death, playerMovementEngine, playerAnimationEngine,
+ enemyAnimationEngine, damageSoundEngine, hudEngine
+ }
}
}
}
@@ -231,10 +234,9 @@ void SetupEngines()
///
- /// While until recently I thought that creating entities in the context
- /// would be all right, I am coming to realise that engines
- /// should always handle the creation of entities.
- /// I will refactor this when the right time comes.
+ /// While until recently I thought that creating entities in the context would be all right, I am coming to
+ /// realise that engines should always handle the creation of entities. I will refactor this when the right
+ /// time comes.
///
void SetupEntities()
{
@@ -253,22 +255,18 @@ void BuildPlayerEntities()
var player = prefabsDictionary.Istantiate("Player");
- //Building entities explicitly should be always preferred
- //and MUST be used if an implementor doesn't need to be
- //a Monobehaviour. You should strive to create implementors
- //not as monobehaviours. Implementors as monobehaviours
- //are meant only to function as bridge between Svelto.ECS
- //and Unity3D. Using implementor as monobehaviour
- //just to read serialized data from the editor, is also
- //a bad practice, use a Json file instead.
- //The Player Entity is made of EntityViewStruct+Implementors as monobehaviours and
- //EntityStructs. The PlayerInputDataStruct doesn't need to be initialized (yay!!)
- //but the HealthEntityStruct does. Here I show the official method to do it
+ //Building entities explicitly should be always preferred and MUST be used if an implementor doesn't need to
+ //be a Monobehaviour. You should strive to create implementors not as monobehaviours. Implementors as
+ //monobehaviours are meant only to function as bridge between Svelto.ECS and Unity3D. Using implementor as
+ //monobehaviour just to read serialized data from the editor, is also a bad practice, use a Json file
+ //instead. The Player Entity is made of EntityViewStruct+Implementors as monobehaviours and EntityStructs.
+ //The PlayerInputDataStruct doesn't need to be initialized (yay!!) but the HealthEntityStruct does.
+ //Here I show the official method to do it
var initializer = _entityFactory.BuildEntity(player.GetInstanceID(), ECSGroups.Player, player.GetComponents());
initializer.Init(new HealthEntityStruct {currentHealth = 100});
- //unluckily the gun is parented in the original prefab, so there is no easy way to create it
- //explicitly, I have to create if from the existing gameobject.
+ //unluckily the gun is parented in the original prefab, so there is no easy way to create it explicitly, I
+ //have to create if from the existing gameobject.
var gun = player.GetComponentInChildren();
_entityFactory.BuildEntity(gun.gameObject.GetInstanceID(), ECSGroups.Player, new[] {gun});
diff --git a/ProjectSettings/ProjectVersion.txt b/ProjectSettings/ProjectVersion.txt
index 20147cb..410e07a 100644
--- a/ProjectSettings/ProjectVersion.txt
+++ b/ProjectSettings/ProjectVersion.txt
@@ -1 +1 @@
-m_EditorVersion: 2018.2.3f1
+m_EditorVersion: 2018.2.8f1