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# Morpeh [![License](https://img.shields.io/github/license/scellecs/morpeh?color=3750c1&style=flat-square)](LICENSE.md) [![Unity](https://img.shields.io/badge/Unity-2020.3+-2296F3.svg?color=3750c1&style=flat-square)](https://unity.com/) [![Version](https://img.shields.io/github/package-json/v/scellecs/morpeh?color=3750c1&style=flat-square)](package.json) | ||
🎲 **ECS Framework for Unity Game Engine and .Net Platform** | ||
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* Simple Syntax. | ||
* Plug & Play Installation. | ||
* No code generation. | ||
* Structure-Based and Cache-Friendly. | ||
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## 📖 Table of Contents | ||
* [Introduction](#-introduction) | ||
* [Base concept of ECS pattern](#-base-concept-of-ecs-pattern) | ||
* [Advanced](#-advanced) | ||
* [Component Disposing](#-component-disposing) | ||
* [Examples](#-examples) | ||
* [Games](#-games) | ||
* [License](#-license) | ||
* [Contacts](#-contacts) | ||
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## 📖 Introduction | ||
### 📘 Base concept of ECS pattern | ||
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#### 🔖 Entity | ||
Container of components. | ||
Has a set of methods for add, get, set, remove components. | ||
It is reference type. Each entity is unique and not pooled. Only entity IDs are reused. | ||
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```c# | ||
var entity = this.World.CreateEntity(); | ||
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ref var addedHealthComponent = ref entity.AddComponent<HealthComponent>(); | ||
ref var gottenHealthComponent = ref entity.GetComponent<HealthComponent>(); | ||
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//if you remove last component on entity it will be destroyd on next world.Commit() | ||
bool removed = entity.RemoveComponent<HealthComponent>(); | ||
entity.SetComponent(new HealthComponent {healthPoints = 100}); | ||
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bool hasHealthComponent = entity.Has<HealthComponent>(); | ||
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var newEntity = this.World.CreateEntity(); | ||
//after migration entity has no components, so it will be destroyd on next world.Commit() | ||
entity.MigrateTo(newEntity); | ||
``` | ||
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#### 🔖 Component | ||
Components are types which include only data. | ||
In Morpeh components are value types for performance purposes. | ||
```c# | ||
public struct HealthComponent : IComponent { | ||
public int healthPoints; | ||
} | ||
``` | ||
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#### 🔖 System | ||
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Types that process entities with a specific set of components. | ||
Entities are selected using a filter. | ||
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All systems are represented by interfaces, but for convenience, there are ScriptableObject classes that make it easier to work with the inspector and `Installer`. | ||
Such classes are the default tool, but you can write pure classes that implement the interface, but then you need to use the `SystemsGroup` API instead of the `Installer`. | ||
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```c# | ||
public class HealthSystem : ISystem { | ||
public World World { get; set; } | ||
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private Filter filter; | ||
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public void OnAwake() { | ||
this.filter = this.World.Filter.With<HealthComponent>(); | ||
} | ||
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public void OnUpdate(float deltaTime) { | ||
foreach (var entity in this.filter) { | ||
ref var healthComponent = ref entity.GetComponent<HealthComponent>(); | ||
healthComponent.healthPoints += 1; | ||
} | ||
} | ||
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public void Dispose() { | ||
} | ||
} | ||
``` | ||
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All systems types: | ||
* `IInitializer` & `Initializer` - have only OnAwake and Dispose methods, convenient for executing startup logic | ||
* `ISystem` & `UpdateSystem` | ||
* `IFixedSystem` & `FixedUpdateSystem` | ||
* `ILateSystem` & `LateUpdateSystem` | ||
* `ICleanupSystem` & `CleanupSystem` | ||
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#### 🔖 SystemsGroup | ||
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The type that contains the systems. | ||
There is an `Installer` wrapper to work in the inspector, but if you want to control everything from code, you can use the systems group directly. | ||
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```c# | ||
var newWorld = World.Create(); | ||
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var newSystem = new HealthSystem(); | ||
var newInitializer = new HealthInitializer(); | ||
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var systemsGroup = newWorld.CreateSystemsGroup(); | ||
systemsGroup.AddSystem(newSystem); | ||
systemsGroup.AddInitializer(newInitializer); | ||
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//it is bad practice to turn systems off and on, but sometimes it is very necessary for debugging | ||
systemsGroup.DisableSystem(newSystem); | ||
systemsGroup.EnableSystem(newSystem); | ||
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systemsGroup.RemoveSystem(newSystem); | ||
systemsGroup.RemoveInitializer(newInitializer); | ||
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newWorld.AddSystemsGroup(order: 0, systemsGroup); | ||
newWorld.RemoveSystemsGroup(systemsGroup); | ||
``` | ||
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#### 🔖 World | ||
A type that contains entities, components stashes, systems and root filter. | ||
```c# | ||
var newWorld = World.Create(); | ||
//a variable that specifies whether the world should be updated automatically by the game engine. | ||
//if set to false, then you can update the world manually. | ||
//and can also be used for game pauses by changing the value of this variable. | ||
newWorld.UpdateByUnity = true; | ||
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var newEntity = newWorld.CreateEntity(); | ||
newWorld.RemoveEntity(newEntity); | ||
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var systemsGroup = newWorld.CreateSystemsGroup(); | ||
systemsGroup.AddSystem(new HealthSystem()); | ||
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newWorld.AddSystemsGroup(order: 0, systemsGroup); | ||
newWorld.RemoveSystemsGroup(systemsGroup); | ||
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var filter = newWorld.Filter.With<HealthComponent>(); | ||
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var healthCache = newWorld.GetStash<HealthComponent>(); | ||
var reflectionHealthCache = newWorld.GetReflectionStash(typeof(HealthComponent)); | ||
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//manually world updates | ||
newWorld.Update(Time.deltaTime); | ||
newWorld.FixedUpdate(Time.fixedDeltaTime); | ||
newWorld.LateUpdate(Time.deltaTime); | ||
newWorld.CleanupUpdate(Time.deltaTime); | ||
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//apply all entity changes, filters will be updated. | ||
//automatically invoked between systems | ||
newWorld.Commit(); | ||
``` | ||
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#### 🔖 Filter | ||
A type that contains entities constrained by conditions With and/or Without. | ||
You can chain them in any order and quantity. | ||
```c# | ||
var filter = this.World.Filter.With<HealthComponent>() | ||
.With<BooComponent>() | ||
.Without<DummyComponent>(); | ||
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var firstEntityOrException = filter.First(); | ||
var firstEntityOrNull = filter.FirstOrDefault(); | ||
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bool filterIsEmpty = filter.IsEmpty(); | ||
int filterLengthCalculatedOnCall = filter.GetLengthSlow(); | ||
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``` | ||
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#### 🔖 Stash | ||
A type that contains components. | ||
You can get components and do other operations directly from the stash, because entity methods look up the stash each time on call. | ||
However, such code is harder to read. | ||
```c# | ||
var healthStash = this.World.GetStash<HealthComponent>(); | ||
var entity = this.World.CreateEntity(); | ||
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ref var addedHealthComponent = ref healthStash.Add(entity); | ||
ref var gottenHealthComponent = ref healthStash.Get(entity); | ||
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bool removed = healthStash.Remove(entity); | ||
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healthStash.Set(entity, new HealthComponent {healthPoints = 100}); | ||
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bool hasHealthComponent = healthStash.Has(entity); | ||
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var newEntity = this.World.CreateEntity(); | ||
//transfers a component from one entity to another | ||
healthStash.Migrate(from: entity, to: newEntity); | ||
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//not a generic variation of stash, so we can only do a limited set of operations | ||
var reflectionHealthCache = newWorld.GetReflectionStash(typeof(HealthComponent)); | ||
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//set default(HealthComponent) to entity | ||
reflectionHealthCache.Set(entity); | ||
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bool removed = reflectionHealthCache.Remove(entity); | ||
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bool hasHealthComponent = reflectionHealthCache.Has(entity); | ||
``` | ||
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--- | ||
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### 📖 Advanced | ||
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#### 🧹 Component Disposing | ||
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Sometimes it becomes necessary to clear component values. | ||
For this, it is enough that the component implements `IDisposable`. For example: | ||
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```c# | ||
public struct PlayerView : IComponent, IDisposable { | ||
public GameObject value; | ||
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public void Dispose() { | ||
Object.Destroy(value); | ||
} | ||
} | ||
``` | ||
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The initializer or system needs to mark the stash as disposable. For example: | ||
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```c# | ||
public class PlayerViewDisposeInitializer : Initializer { | ||
public override void OnAwake() { | ||
this.World.GetStash<PlayerView>().AsDisposable(); | ||
} | ||
} | ||
``` | ||
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or | ||
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```c# | ||
public class PlayerViewSystem : UpdateSystem { | ||
public override void OnAwake() { | ||
this.World.GetStash<PlayerView>().AsDisposable(); | ||
} | ||
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public override void OnUpdate(float deltaTime) { | ||
... | ||
} | ||
} | ||
``` | ||
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Now, when the component is removed from the entity, the `Dispose()` method will be called on the `PlayerView` component. | ||
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## 📚 Examples | ||
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* [**Tanks**](https://github.com/scellecs/morpeh.examples.tanks) by *SH42913* | ||
* [**Ping Pong**](https://github.com/scellecs/morpeh.examples.pong) by *SH42913* | ||
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## 🔥 Games | ||
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* **Zombie City** by *GreenButtonGames* | ||
[Android](https://play.google.com/store/apps/details?id=com.greenbuttongames.zombiecity) [iOS](https://apps.apple.com/us/app/zombie-city-master/id1543420906) | ||
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* **Fish Idle** by *GreenButtonGames* | ||
[Android](https://play.google.com/store/apps/details?id=com.greenbuttongames.FishIdle) [iOS](https://apps.apple.com/us/app/fish-idle-hooked-tycoon/id1534396279) | ||
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* **Stickman of Wars: RPG Shooters** by *Multicast Games* | ||
[Android](https://play.google.com/store/apps/details?id=com.multicastgames.sow3) [iOS](https://apps.apple.com/us/app/stickman-of-wars-rpg-shooters/id1620422798) | ||
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* **One State RP - Life Simulator** by *Chillbase* | ||
[Android](https://play.google.com/store/apps/details?id=com.Chillgaming.oneState) [iOS](https://apps.apple.com/us/app/one-state-rp-online/id1597760047) | ||
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## 📘 License | ||
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📄 [MIT License](LICENSE.md) | ||
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## 💬 Contacts | ||
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✉️ Telegram: [olegmrzv](https://t.me/olegmrzv) | ||
📧 E-Mail: [[email protected]](mailto:[email protected]) | ||
👥 Telegram Community RU: [Morpeh ECS Development](https://t.me/morpeh_development_chat) |
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