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1.0.0 Core Features & Examples Look good.
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SamuelAsherRivello committed May 2, 2024
1 parent a0ddda6 commit 81589d6
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2 changes: 1 addition & 1 deletion RMC DOTS/Samples~/1. RMC DOTS Lessons.meta

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2 changes: 1 addition & 1 deletion RMC DOTS/Samples~/2. RMC DOTS Library Demos.meta

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Expand Up @@ -7,7 +7,7 @@ public class Input : MonoBehaviour
// Initialization --------------------------------
protected void Start()
{
Debug.Log("Input Demo. Use arrow keys to move.");
Debug.Log("Input Demo. Use WASD keys / arrow keys to move.");

}
}
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@@ -0,0 +1,6 @@
This demo has a known issue.

The PhysicsTrigger system should trigger ONCE when a collision ENTER happens.
However, it sometimes (often) triggers MORE than once.

WORKAROUND: Immediately destroy the one or both of the objects involved with the collision upon ENTER

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2 changes: 1 addition & 1 deletion RMC DOTS/Samples~/3. RMC DOTS Game Samples.meta

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2 changes: 1 addition & 1 deletion RMC DOTS/Samples~/4. RMC DOTS Game Templates.meta

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Expand Up @@ -87,7 +87,7 @@ protected async void Start()

// Scoring
ScoringSystem scoringSystem = _ecsWorld.GetExistingSystemManaged<ScoringSystem>();
scoringSystem.OnScoresChanged += ScoresEventSystem_OnScoresChanged;
scoringSystem.OnScoringComponentChanged += ScoresEventSystem_OnScoresChanged;

// UI
_common.MainUI.OnRestartRequest.AddListener(MainUI_OnRestartRequest);
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Expand Up @@ -25,16 +25,21 @@ public void OnUpdate(ref SystemState state)
WithNone<HybridSyncAnimatorReferenceComponent>().
WithEntityAccess())
{
var newCompanionGameObject =
Object.Instantiate(playerGameObjectPrefab.Prefab,
playerGameObjectPrefab.Transform.position,
playerGameObjectPrefab.Transform.rotation);

var newAnimatorReference = new HybridSyncAnimatorReferenceComponent
if (playerGameObjectPrefab != null && playerGameObjectPrefab.Transform != null)
{
Value = newCompanionGameObject.GetComponent<Animator>()
};
ecb.AddComponent(entity, newAnimatorReference);
var newCompanionGameObject =
Object.Instantiate(playerGameObjectPrefab.Prefab,
playerGameObjectPrefab.Transform.position,
playerGameObjectPrefab.Transform.rotation);

var newAnimatorReference = new HybridSyncAnimatorReferenceComponent
{
Value = newCompanionGameObject.GetComponent<Animator>()
};
ecb.AddComponent(entity, newAnimatorReference);
}

}

//Remove HybridSyncAnimatorReferenceComponent
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14 changes: 4 additions & 10 deletions RMC DOTS/Scripts/Runtime/Systems/PhysicsTrigger/ReadMe.txt
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@@ -1,12 +1,6 @@
Overview:
* I wanted to create a reusable "thingA hit thingB" physics detection
This demo has a known issue.

Approach 1:
* I tried to update the related files to be generics and be able to pass in <PlayerTag,PickupTag,OutputTagWhenHit>
* But I couldn't get generics to play nice and run without crashing. Probably solveable
* This does not work!
The PhysicsTrigger system should trigger ONCE when a collision ENTER happens.
However, it sometimes (often) triggers MORE than once.

Approach 2:
* The system now uses 3 custom tags
* then in a gamespecific system, one must check for the output tag and do the desired action
* This works!
WORKAROUND: Immediately destroy the one or both of the objects involved with the collision upon ENTER
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Expand Up @@ -22,7 +22,6 @@ public override void Bake(ScoringSystemAuthoring authoring)
ScoreComponent01 = new ScoreComponent {ScoreCurrent = 0, ScoreMax = authoring.ScoreMax},
ScoreComponent02 = new ScoreComponent {ScoreCurrent = 0, ScoreMax = authoring.ScoreMax}
});
Debug.Log("set");
}
}
}
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1 change: 1 addition & 0 deletions RMC DOTS/Scripts/Tests/ReadMe.txt
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@@ -0,0 +1 @@
The unit tests are not yet working.
7 changes: 7 additions & 0 deletions RMC DOTS/Scripts/Tests/ReadMe.txt.meta

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2 changes: 1 addition & 1 deletion package.json
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@@ -1,7 +1,7 @@
{
"name": "com.rmc.rmc-dots",
"displayName": "RMC DOTS",
"version": "0.9.0",
"version": "1.0.0",
"unity": "2022.3",
"description": "DOTS library for Unity Development by Rivello Multimedia Consulting",
"keywords": [
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