7Bpencil / ecslite-easyevents

Boilerplate-free syntax for full life cycle of events - entities with single component. Special support for singleton events.

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EasyEvents for LeoEcsLite

  • Boilerplate-free syntax for full life cycle of events - entities with single component.
  • No need to define filters, pools, and worlds in every place you want to use events, everything is inside one EventsBus object.
  • Special support for singleton events - no more silly situations, when you have to run foreach loop over filter, even if you sure, that there can be only one entity.

Index

Usage examples:

Create events:

public class TestCreatingEventsSystem : IEcsRunSystem
{
    public void Run(IEcsSystems systems)
    {
        var shared = systems.GetShared<SharedData>();
        var events = shared.EventsBus;

        // create new singleton event, if such event already exists, method returns body of existing one
        events.NewEventSingleton<PlayerReloadGunEvent>() = new PlayerReloadGunEvent {NextMag = ..., IsFastReload = ...};
        events.NewEventSingleton<PlayerMoveEvent>().Direction = ...; 
        events.NewEventSingleton<PlayerJumpEvent>();

        // create new usual/non-singleton/replicant event:
        events.NewEvent<CreateVFX>() = new CreateVFX {AssetPath = ..., Parent = ..., Position = ..., Orientation = ...};
        events.NewEvent<PlayActionMusic>().Type = ...
        events.NewEvent<TestEvent>();
    }
}

Check events on existence:

public class TestCheckingEventsSystem : IEcsRunSystem
{
    public void Run(IEcsSystems systems)
    {
        var shared = systems.GetShared<SharedData>();
        var events = shared.EventsBus;

        // check existence of singleton event
        if (events.HasEventSingleton<PlayerJumpEvent>()) {
            character.StartJumping()
        }

        // check existence of group of events
        if (!events.HasEvents<PlayActionMusic>()) {
            audio.PlayDefaultMusic();
        }
    }
}

Use or modify event bodies:

public class TestUsingModifyingEventsSystem : IEcsRunSystem
{
    public void Run(IEcsSystems systems)
    {
        var shared = systems.GetShared<SharedData>();
        var events = shared.EventsBus;
        
        // check existence of singleton event and get event body to use (method returns by value - C# limitation)
        if (events.HasEventSingleton<PlayerMoveEvent>(out var moveEventBody)) {
            character.Move(moveEventBody.Direction);
        }

        // get singleton event body by ref to modify its fields
        if (events.HasEventSingleton<PlayerMoveEvent>()) {
            ref var moveEventBody = ref events.GetEventBodySingleton<PlayerMoveEvent>();
            moveEventBody.Direction = -moveEventBody.Direction;
        }

        // get filter and pool of according event type
        foreach (var entity in events.GetEventBodies<CreateVFX>(out var creationEventsPool))
        {
            ref var eventBody = ref creationEventsPool.Get(entity);
            var effectAsset = GetAsset(eventBody.AssetPath);
            var effect = Object.Instantiate(effectAsset.Visual, eventBody.Position, eventBody.Orientation, eventBody.Parent);
            ...
        }
    }
}

Destroy events

public class TestEventsDestructionSystem : IEcsRunSystem
{
    public void Run(IEcsSystems systems)
    {
        var shared = systems.GetShared<SharedData>();
        var events = shared.EventsBus;
        
        // destroy singleton event, does nothing if event didn't exist in the first place
        events.DestroyEventSingleton<PlayerJumpEvent>();

        // destroy events you don't like
        foreach (var entity in events.GetEventBodies<CreateVFX>(out var vfxCreationEventsPool))
        {
            ref var eventBody = ref vfxCreationEventsPool.Get(entity);
            if (eventsBody.Position.y < 0) {
                vfxCreationEventsPool.Del(entity);
            }
        }
        
        // destroy all events of this type
        events.DestroyEvents<TestEvent>();
    }
}

Destroy events of some types automatically:

private void Start()
{
    world = new EcsWorld();
    sharedData = new SharedData
    {
        EventsBus = new EventsBus(),
        ...
    };

    systems = new EcsSystems(world, sharedData);
    systems
        // gameplay events
        ...
        // automatically remove all events of these types
        .Add(sharedData.EventsBus.GetDestroyEventsSystem()
            .IncSingleton<PlayerReloadGunEvent>()
            .IncSingleton<PlayerMoveEvent>()
            .IncSingleton<PlayerJumpEvent>()
            .IncReplicant<CreateVFX>()
            .IncReplicant<PlayActionMusic>()
            .IncReplicant<TestEvent>()
        )
        .Init();
}

Initialization:

Event component (aka event body) should implement one (and only one) event type:

/// <summary>
/// Simultaneously there can be only one instance of this event type
/// </summary>
public interface IEventSingleton { }

/// <summary>
/// Simultaneously there can be multiple instances of this event type
/// </summary>
public interface IEventReplicant { }
public struct PlayerSwitchWeaponEvent : IEventSingleton { ... }
public struct CreateVFX : IEventReplicant { ... }

Create EventsBus object:

private void Start()
{
    world = new EcsWorld();
    sharedData = new SharedData
    {
        // EventsBus object will create its own internal EcsWorld to manage events
        EventsBus = new EventsBus(),
        ...
    };

    // you can get EventsBus' internal events world, but it's modification is not safe
#if UNITY_EDITOR
        UnityIntegration.EcsWorldObserver.Create (sharedData.EventsBus.GetEventsWorld());
#endif  

    // now you can use events in every system you like
    systems = new EcsSystems(world, sharedData);
    ...
}

// do not forget to destroy EventsBus and other worlds
private void OnDestroy()
{
    systems.Destroy();
    world.Destroy();
    sharedData.EventsBus.Destroy();
}

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Boilerplate-free syntax for full life cycle of events - entities with single component. Special support for singleton events.

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