/// <summary> /// Before to start a review of Svelto.ECS terminologies: /// - Entity: /// it must be a real and concrete entity that you can explain /// in terms of game design. The name of each entity should reflect /// a specific concept from the game design domain /// - Engines (Systems): /// Where all the logic lies. Engines operates on EntityViews or EntityStructs /// - EntityViews and EntitiyViewStructs: /// EntityViews maps Entity Components. The Engines can't /// access directly to each entity (as a single set of components), but /// through component sets defined by the EntityView. /// They act as component filters and expose only the entity components /// that the Engine is interested in. /// EntityViews are actually defined with the Engine so they /// come together with the engine and in the same namespace of the engine. /// EntityViewStructs should always be used, while EntityViews as /// class use should be considered an exception. /// - Component Interfaces: /// Components must be seen as data holders. There may be implementation /// exceptions, but the interface must declare a group /// of readable and/or writeable data. /// In Svelto.ECS components are always interfaces declaring /// Setters and Getters of Value Types. DispatchOnSet /// and DispatchOnChange must not be seen as events, but /// as pushing of data instead of data polling, similar /// to the concept of DataBinding. /// - Implementors: /// Being components interfaces, they must be implemented through /// Implementors. The relation Implementors to Components /// is not 1:1 so that you can group several /// components into fewer implementors. This allows to easily /// share data between components. Implementors also act /// as bridge between the platform and Svelto.ECS. /// Since Components can hold only value types, Implementors /// are the objects that can interact directly with the platform /// objects, I.E.: RigidBody, Transform and so on. /// Note: IComponents must hold only valuetypes for /// code design purposes and not optmization purposes. /// The reason is that all the logic must lie in the engines /// so Components cannot hold references to instances that can /// expose functions with logic. /// - EntityStructs: /// In order to write Data Oriented Cache Friendly and allocation 0 code, Svelto.ECS /// also supports EntityStructs. /// - EntityDescriptors: /// Gives a way to formalize your Entity in svelto.ECS, it also /// defoines the EntityViews, EntityStructs and EntityViewStructs that must be generated once the /// Entity is built /// </summary> void SetupEngines() { //The Engines Root is the core of Svelto.ECS. You must NEVER inject the EngineRoot //as it is, therefore the composition root must hold a reference or it will be //GCed. //the UnitySumbmissionEntityViewScheduler is the scheduler that is used by the EnginesRoot to know //when to inject the EntityViews. You shouldn't use a custom one unless you know what you //are doing or you are not working with Unity. _unityEntitySubmissionScheduler = new UnityEntitySubmissionScheduler(); _enginesRoot = new EnginesRoot(_unityEntitySubmissionScheduler); //Engines root can never be held by anything else than the context itself to avoid leaks //That's why the EntityFactory and EntityFunctions are generated. //The EntityFactory can be injected inside factories (or engine acting as factories) //to build new entities dynamically _entityFactory = _enginesRoot.GenerateEntityFactory(); //The entity functions is a set of utility operations on Entities, including //removing an entity. I couldn't find a better name so far. var entityFunctions = _enginesRoot.GenerateEntityFunctions(); //the ISequencer is one of the 2 official ways available in Svelto.ECS //to communicate. They are mainly used for two specific cases: //1) specify a strict execution order between engines (engine logic //is executed horizontally instead than vertically, I will talk about this //in my articles). 2) filter a data token passed as parameter through //engines. The ISequencer is also not the common way to communicate //between engines PlayerDeathSequencer playerDeathSequence = new PlayerDeathSequencer(); EnemyDeathSequencer enemyDeathSequence = new EnemyDeathSequencer(); //wrap non testable unity static classes, so that //can be mocked if needed. IRayCaster rayCaster = new RayCaster(); ITime time = new Time(); //Player related engines. ALL the dependencies must be solved at this point //through constructor injection. var playerShootingEngine = new PlayerGunShootingEngine(rayCaster, time); var playerMovementEngine = new PlayerMovementEngine(rayCaster, time); var playerAnimationEngine = new PlayerAnimationEngine(); var playerDeathEngine = new PlayerDeathEngine(playerDeathSequence, entityFunctions); //Enemy related engines var enemyAnimationEngine = new EnemyAnimationEngine(time, enemyDeathSequence, entityFunctions); var enemyAttackEngine = new EnemyAttackEngine(time); var enemyMovementEngine = new EnemyMovementEngine(); //GameObjectFactory allows to create GameObjects without using the Static //method GameObject.Instantiate. While it seems a complication //it's important to keep the engines testable and not //coupled with hard dependencies references (read my articles to understand //how dependency injection works and why solving dependencies //with static classes and singletons is a terrible mistake) GameObjectFactory gameObjectFactory = new GameObjectFactory(); //Factory is one of the few patterns that work very well with ECS. Its use is highly encouraged IEnemyFactory enemyFactory = new EnemyFactory(gameObjectFactory, _entityFactory); var enemySpawnerEngine = new EnemySpawnerEngine(enemyFactory, entityFunctions); var enemyDeathEngine = new EnemyDeathEngine(entityFunctions, enemyDeathSequence); //hud and sound engines var hudEngine = new HUDEngine(time); var damageSoundEngine = new DamageSoundEngine(); var scoreEngine = new ScoreEngine(); //The ISequencer implementation is very simple, but allows to perform //complex concatenation including loops and conditional branching. //These two sequencers are a real stretch and are shown only for explanatory purposes. //Please do not see sequencers as a way to dispatch or broadcast events, they are meant only and exclusively //to guarantee the order of execution of the involved engines. //For this reason the use of sequencers is and must be actually rare, as perfectly encapsulated engines //do not need to be executed in specific order. //a Sequencer can: //- ensure the order of execution through one step only (one step executes in order several engines) //- ensure the order of execution through several steps. Each engine inside each step has the responsibility //to trigger the next step through the use of the Next() function //- create paths with branches and loop using the Condition parameter. playerDeathSequence.SetSequence(playerDeathEngine, playerMovementEngine, playerAnimationEngine, enemyAnimationEngine, damageSoundEngine, hudEngine); enemyDeathSequence.SetSequence(enemyDeathEngine, scoreEngine, damageSoundEngine, enemyAnimationEngine, enemySpawnerEngine); //All the logic of the game must lie inside engines //Player engines _enginesRoot.AddEngine(playerMovementEngine); _enginesRoot.AddEngine(playerAnimationEngine); _enginesRoot.AddEngine(playerShootingEngine); _enginesRoot.AddEngine(new PlayerInputEngine()); _enginesRoot.AddEngine(new PlayerGunShootingFXsEngine()); _enginesRoot.AddEngine(playerDeathEngine); //enemy engines _enginesRoot.AddEngine(enemySpawnerEngine); _enginesRoot.AddEngine(enemyAttackEngine); _enginesRoot.AddEngine(enemyMovementEngine); _enginesRoot.AddEngine(enemyAnimationEngine); _enginesRoot.AddEngine(enemyDeathEngine); //other engines _enginesRoot.AddEngine(new ApplyingDamageToTargetsEngine()); _enginesRoot.AddEngine(new CameraFollowTargetEngine(time)); _enginesRoot.AddEngine(new CharactersDeathEngine()); _enginesRoot.AddEngine(damageSoundEngine); _enginesRoot.AddEngine(hudEngine); _enginesRoot.AddEngine(scoreEngine); }
/// <summary> /// Before to start, let's review some of the Svelto.ECS terms: /// - Entity: /// it must be a real and concrete entity that you can explain in terms of game design. The name of each /// entity should reflect a specific concept from the game design domain /// - Engines (Systems): /// Where all the logic lies. Engines operates on EntityViewStructs and EntityStructs /// - EntityStructs: /// EntityStructs is the preferred way to store entity data. They are just plain structs of pure data (no /// objects) /// - EntityViewStructs: /// EntityViewStructs are used to wrap Objects that come from OOP libraries. You will never use it unless /// you are forced to mix your ECS code with OOP code because of external libraries or platforms. /// The Objects are known to svelto through Component Interfaces. /// - Component Interfaces: /// Components must be seen as data holders. In Svelto.ECS components are always interfaces declaring /// Setters and Getters of Value Types coming from the Objects they wrap /// - Implementors: /// The components interfaces must be implemented through Implementors and the implementors are the /// Objects you need to wrap. /// - EntityDescriptors: /// Gives a way to formalise your Entity, it also defines the EntityStructs and EntityViewStructs that must /// be generated once the Entity is built /// </summary> void SetupEngines() { //The Engines Root is the core of Svelto.ECS. You shouldn't inject the EngineRoot, //therefore the composition root must hold a reference or it will be GCed. //the UnitySumbmissionEntityViewScheduler is the scheduler that is used by the EnginesRoot to know //when to submit the entities. Custom ones can be created for special cases. _unityEntitySubmissionScheduler = new UnityEntitySubmissionScheduler(); _enginesRoot = new EnginesRoot(_unityEntitySubmissionScheduler); //The EntityFactory can be injected inside factories (or engine acting as factories) to build new entities //dynamically _entityFactory = _enginesRoot.GenerateEntityFactory(); //The entity functions is a set of utility operations on Entities, including removing an entity. I couldn't //find a better name so far. var entityFunctions = _enginesRoot.GenerateEntityFunctions(); //Sequencers are the official way to guarantee order between engines, but may not be the best way for //your product. var playerDeathSequence = new PlayerDeathSequencer(); var enemyDeathSequence = new EnemyDeathSequencer(); //wrap non testable unity static classes, so that can be mocked if needed. IRayCaster rayCaster = new RayCaster(); ITime time = new Time(); //Player related engines. ALL the dependencies must be solved at this point through constructor injection. var playerShootingEngine = new PlayerGunShootingEngine(rayCaster, time); var playerMovementEngine = new PlayerMovementEngine(rayCaster, time); var playerAnimationEngine = new PlayerAnimationEngine(); var playerDeathEngine = new PlayerDeathEngine(playerDeathSequence, entityFunctions); //Enemy related engines var enemyAnimationEngine = new EnemyAnimationEngine(time, enemyDeathSequence, entityFunctions); var enemyAttackEngine = new EnemyAttackEngine(time); var enemyMovementEngine = new EnemyMovementEngine(); //GameObjectFactory allows to create GameObjects without using the Static method GameObject.Instantiate. //While it seems a complication it's important to keep the engines testable and not coupled with hard //dependencies var gameObjectFactory = new GameObjectFactory(); //Factory is one of the few patterns that work very well with ECS. Its use is highly encouraged var enemyFactory = new EnemyFactory(gameObjectFactory, _entityFactory); var enemySpawnerEngine = new EnemySpawnerEngine(enemyFactory, entityFunctions); var enemyDeathEngine = new EnemyDeathEngine(entityFunctions, enemyDeathSequence); //hud and sound engines var hudEngine = new HUDEngine(time); var damageSoundEngine = new DamageSoundEngine(); var scoreEngine = new ScoreEngine(); //The ISequencer implementation is very simple, but allows to perform //complex concatenation including loops and conditional branching. //These two sequencers are a real stretch and are shown only for explanatory purposes. //Please do not see sequencers as a way to dispatch or broadcast events, they are meant only and exclusively //to guarantee the order of execution of the involved engines. //For this reason the use of sequencers is and must be actually rare, as perfectly encapsulated engines //do not need to be executed in specific order. //a Sequencer can: //- ensure the order of execution through one step only (one step executes in order several engines) //- ensure the order of execution through several steps. Each engine inside each step has the responsibility //to trigger the next step through the use of the Next() function //- create paths with branches and loop using the Condition parameter. playerDeathSequence.SetSequence(playerDeathEngine, playerMovementEngine, playerAnimationEngine, enemyAnimationEngine, damageSoundEngine, hudEngine); enemyDeathSequence.SetSequence(enemyDeathEngine, scoreEngine, damageSoundEngine, enemyAnimationEngine, enemySpawnerEngine); //All the logic of the game must lie inside engines //Player engines _enginesRoot.AddEngine(playerMovementEngine); _enginesRoot.AddEngine(playerAnimationEngine); _enginesRoot.AddEngine(playerShootingEngine); _enginesRoot.AddEngine(new PlayerInputEngine()); _enginesRoot.AddEngine(new PlayerGunShootingFXsEngine()); _enginesRoot.AddEngine(playerDeathEngine); _enginesRoot.AddEngine(new PlayerSpawnerEngine(gameObjectFactory, _entityFactory)); //enemy engines _enginesRoot.AddEngine(enemySpawnerEngine); _enginesRoot.AddEngine(enemyAttackEngine); _enginesRoot.AddEngine(enemyMovementEngine); _enginesRoot.AddEngine(enemyAnimationEngine); _enginesRoot.AddEngine(enemyDeathEngine); //other engines _enginesRoot.AddEngine(new ApplyingDamageToTargetsEngine()); _enginesRoot.AddEngine(new CameraFollowTargetEngine(time)); _enginesRoot.AddEngine(new CharactersDeathEngine()); _enginesRoot.AddEngine(damageSoundEngine); _enginesRoot.AddEngine(hudEngine); _enginesRoot.AddEngine(scoreEngine); }