Created
November 29, 2022 08:02
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using MoonTools.ECS; | |
using MoonToolsECSTest.Components; | |
using MoonToolsECSTest.Messages; | |
namespace MoonToolsECSTest.Systems | |
{ | |
public sealed class ParticleSystem : MoonTools.ECS.System | |
{ | |
readonly Dictionary<string, ParticleSystemTemplate> _particleSystemResources; | |
readonly Dictionary<int, List<string>> _entityClassificationsToParticleSystems; | |
public ParticleSystem( | |
World world, | |
Dictionary<string, ParticleSystemTemplate> particleSystemResources, | |
Dictionary<int, List<string>> entityClassificationsToParticleSystems | |
) : base(world) | |
{ | |
_particleSystemResources = particleSystemResources; | |
_entityClassificationsToParticleSystems = entityClassificationsToParticleSystems; | |
} | |
public override void Update(TimeSpan delta) | |
{ | |
//NOTE - random memory access here looking up items in mapping table and resource table. | |
//Is this a 'problem'? Do we care? Our games are 'simple' and update / draw in a couple of ms | |
//I do think I like the architecture - maybe | |
//You could instead build a simple array as the lookup with offset index and count with the downside of some data duplication | |
//A bunch of things may have died this frame | |
foreach (var message in ReadMessages<DeathMessage>()) | |
{ | |
//If any of the dead entities have the ExplosionComponent we can create particle explosions for them | |
if (Has<ExplosionComponent>(message.Entity)) | |
{ | |
var explosionComponent = Get<ExplosionComponent>(message.Entity); | |
//We look up the name(s) of the particle system(s) to create from the mapping table | |
//This will tell us the name(s) of the systems to create. | |
//e.g. | |
//Entities of 'type' PLAYER should create "GenericBoom", "PlayerBigBoom", "PlayerSparkles" | |
var particleSystemNames = _entityClassificationsToParticleSystems[explosionComponent.ClassificationId]; | |
//Now we know the names we can lookup the templates and create particle systems based on them | |
foreach (var name in particleSystemNames) | |
{ | |
var template = _particleSystemResources[name]; | |
Console.WriteLine($"Template: {name}, {template.Color}, { template.Count}"); | |
} | |
} | |
} | |
} | |
} | |
} |
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