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Unity integration for Entity Component System framework

Unity integration for ECS framework.

Tested on unity 2018.1 (dependent on Unity engine) and contains assembly definition for compiling to separate assembly file for performance reason.

Dependent on ECS framework - ECS framework should be imported to unity project first.

Editor integration

EcsWorld observer

Integration can be processed with one call of LeopotamGroup.Ecs.UnityIntegration.EcsWorldObserver.Create() metod - this call should be wrapped to #if UNITY_EDITOR preprocessor define:

public class Startup : MonoBehaviour {
    EcsSystems _systems;

    void Start () {
        var world = new EcsWorld ();
        
#if UNITY_EDITOR
        UnityIntegration.EcsWorldObserver.Create (world);
#endif  
        _systems = new EcsSystems(world)
            .Add (new RunSystem1());
            // Additional initialization here...
        _systems.Initialize ();
    }
}

Observer must be created before any entity will be created in ecs-world.

EcsSystems observer

Integration can be processed with one call of LeopotamGroup.Ecs.UnityIntegration.EcsSystemsObserver.Create() metod - this call should be wrapped to #if UNITY_EDITOR preprocessor define:

public class Startup : MonoBehaviour {
    EcsSystems _systems;

    void Start () {
        var world = new EcsWorld ();
        
#if UNITY_EDITOR
        UnityIntegration.EcsWorldObserver.Create (world);
#endif        
        _systems = new EcsSystems(world)
            .Add (new RunSystem1());
            // Additional initialization here...
        _systems.Initialize ();
#if UNITY_EDITOR
        UnityIntegration.EcsSystemsObserver.Create (_systems);
#endif
    }
}

FAQ

I can't edit component fields at any ecs-entity observer.

By design, observer works as readonly copy of ecs world data - you can copy value, but not change it.

I want to create custom inspector view for my component.

Custom component MyComponent1:

public enum MyEnum { True, False }

public class MyComponent1 {
    public MyEnum State;
    public string Name;
}

Inspector for MyComponent1 (should be placed in Editor folder):

class MyComponent1Inspector : IEcsComponentInspector {
    Type IEcsComponentInspector.GetFieldType () {
        return typeof (MyComponent1);
    }

    void IEcsComponentInspector.OnGUI (string label, object value, EcsWorld world, int entityId) {
        var component = value as MyComponent1;
        EditorGUILayout.LabelField (label, EditorStyles.boldLabel);
        EditorGUI.indentLevel++;
        EditorGUILayout.EnumPopup ("State", component.State);
        EditorGUILayout.TextField ("Name", component.Name);
        EditorGUI.indentLevel--;
    }
}

License

The software released under the terms of the MIT license. Enjoy.

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