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Attributes

FNGgames edited this page Mar 17, 2017 · 23 revisions

Overview

The code generator currently supports the following attributes to be used with classes, interfaces and structs :

  • [Context]: You can use this attribute to make a component be available only in the specified pool(s); e.g., [MyContextName], [Enemies], [UI], etc. Improves memory footprint. It can also create components.
  • [Unique]: The code generator will provide additional methods to ensure that up to a maximum of one entity with this component exists.
  • [CustomPrefix]: Can be used to support custom prefixes for flag components only.
  • [CustomComponentName]: Generates multiple components with different names for one class or interface.
  • [DontGenerate]: The code generator will not process components with this attribute.

Context

This attribute can be used for the following purposes:

  • Add a component to the default Context.
  • Add a component to a custom Context.
  • Generate a component from a class, interface or struct.

When used simply as [Context] on a class, interface or struct the code generator will create a new class for you with the suffix Component and add this new class to the default pool; e.g., if your class is called Position the generated component will be called PositionComponent.

If you would like to use a custom context, first you must define it in the Entitas preference window. After creating a custom context such as 'Enemies' the code generator will subclass the default context attribute so that you can simply use [Enemies] as your custom context attribute in your class, interface or struct. The custom context classes can be found as individual files in your Generated Folder with the format {contextName}Attribute.cs.

Example

Add some custom contexts in the Entitas preference window and click on "Generate":

Entitas.Unity.CodeGenerator

You can now use the newly generated contexts attributes in your components:

using Entitas;
using Entitas.CodeGenerator;

[Game, Ui]
public class SceneComponent : IComponent
{
    public Scene Value;
}

[Game]
public class Bullet
{
    // Since it doesn't derive from 'IComponent'
    // it will be generated as 'BulletComponent'
}

[Meta]
public struct EditorOnlyVisual
{
    public bool ShowInMode;

    public EditorOnlyVisual(bool show) {
        this.ShowInMode = show;
    }
}

All of the above performs the same two operations: create a component and add it to one or more contexts.

Unique Entities

Add this attribute to components that should not have more than one instance in your application. This is an alternative for cases where you would want to use a singleton. It has the potential to throw an exception if circumvented in such a way that more than one entity with the component is found. It will generate the following additional properties and methods for the component:

  • Context.{ComponentName}Entity
  • Context.{ComponentName}.{ComponentProperty} (non-flag components)
  • Context.Set{ComponentName}({ComponentProperty}) (non-flag components)
  • Context.Replace{ComponentName}({ComponentProperty}) (non-flag components)
  • Context.Remove{ComponentName}() (non-flag components)
  • Context.has{ComponentName}() (non-flag components)

Example

Define your component:

using Entitas;
using Entitas.CodeGenerator;

[Core, Unique]
public class UserComponent : IComponent {
    public string name;
    public int age;
}

You now have the following properties and methods available:

var context = Contexts.core;
var e = context.userEntity;
var name = context.user.name;
var has = context.hasUser;

context.SetUser("John", 42);
context.ReplaceUser("Max", 24);
context.RemoveUser();

CustomPrefix

Works only with components that act as flags. Flag components are empty classes, therefore have no fields and act as a form of boolean flag for entities. If this attribute is used in a component with public fields it will silently fail and no custom prefix will be generated.

Example

Create a flag component:

using Entitas;
using Entitas.CodeGenerator;

[CustomPrefix("flag")]
public class DestroyComponent : IComponent {
}

What the code generator would normally provide without the attribute:

entity.isDestroy = true;

With the [CustomPrefix] attribute:

entity.flagDestroy = true;

CustomComponentName

With this attribute you can generate multiple components that differ only in name and share the same public fields. All from a single definition. This can be used to to enforce uniformity across multiple components and avoid the tedious task of writing all the components individually.

Example

The following will automatically generate PositionComponent, VelocityComponent and add them to the game context for you:

[Game, CustomComponentName("Position", "Velocity")]
public struct IntVector2 {
  public int x;
  public int y;
}

DontGenerate

This attribute is self-explanatory, any component with this attribute will be skipped by the code generator.

Example

using Entitas;
using Entitas.CodeGenerator;

[DontGenerate]
public class FutureFeatureComponent : IComponent {
}
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