You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
{{ message }}
This repository has been archived by the owner on Jul 6, 2018. It is now read-only.
In the current combat system, only one ability can be active at a time because the CombatAction component is bound to its source entity.
This should be refactored so that the ActionProcessingSystem adds the CombatAction component to the ability entity instead, and attach the source to the CombatAction, as opposed to the CombatAction having a reference to the ability.
The text was updated successfully, but these errors were encountered:
robzienert
changed the title
Combat: Change combat actions to be entities
Combat: Refactor CombatActions to support multiple concurrent actions
Apr 22, 2014
In the current combat system, only one ability can be active at a time because the CombatAction component is bound to its source entity.
This should be refactored so that the ActionProcessingSystem adds the CombatAction component to the ability entity instead, and attach the source to the CombatAction, as opposed to the CombatAction having a reference to the ability.
The text was updated successfully, but these errors were encountered: