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This repository has been archived by the owner on Dec 20, 2022. It is now read-only.

Releases: andoowhy/EgoCS

v1.2.2

18 Mar 18:44
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Bug Fixes:

  • Fixed #5: New EgoCS Component/Events/System files no longer start with a slash

v1.2.1

06 Mar 16:22
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New Features

  • Added OnMouse* MonoBehaviour Messages and their corresponding EgoEvents and bridge Components

Bug Fixes

  • Removed example project EgoSystem references, which caused compilation errors

v1.2.0

05 Mar 00:36
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New Features

  • Added OnMouse* MonoBehaviour Messages and their corresponding EgoEvents and bridge Components

v1.1.0

25 Feb 19:36
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New Features:

  • Reorderable Event Queue (see Event Queue Order)
    • Can now set the order of when Events are Handled. Unspecified events are still handled in an undetermined order.
    • Adding Components and Adding GameObjects Events are always handled before all other events
    • Destroying Components and Destroying GameObjects Events are always handled after all other events

v1.0.2

04 Feb 21:32
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Bug Fixes

  • Fixed Ego.AddGameObject() not adding EgoComponents to all child GameObjects.

v1.0.1

01 Feb 07:39
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Bug Fixes:

  • Fixed destroying GameObjects

v1.0.0

30 Jan 03:17
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New Features

  • EgoCS Systems can now select and update GameObjects based on its Components, its Parent's Components, its Grandparent's Components, etc.
  • Updated License year to 2017

API Changes

v0.5.0

01 May 00:11
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New Features

  • MonoBehaviour Message Components now cache their attached EgoComponent reference. Saves unnecessary GetComponent<EgoComponent>() calls.

API Changes

  • Changed API to add EgoSystems to EgoCS:
public class EgoInterface : MonoBehaviour
{
    static EgoInterface()
    {
        // Add Systems Here:
        EgoSystems.Add(
            new ExampleSystem(),
            new MovementSystem()
        );
    }

    ...
}
  • Removed for all EgoSystems:
    • Start( EgoComponent egoComponent, C component, ... )
    • Update( EgoComponent egoComponent, C component, ... )
    • FixedUpdate( EgoComponent egoComponent, C component, ... )
  • Added for all EgoSystems:
    • ForEachGameObject( ForEachGameObjectDelegate callback ). Replaces the above removed methods and foreach( var bundle in bundles ){ } blocks in all EgoSystems.

v0.4.0

26 Apr 02:58
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API Changes

Start(), Update(), and FixedUpdate() are still called once for all Systems. When not overridden, they call Start( C component, ... ), Update( C component, ... ), and FixedUpdate( C component, ... ), respectively, for each bundle in the System.

When overriding Start(), Update(), and FixedUpdate(), you should also call base.Start(), base.Update(), and base.FixedUpdate() in order to call Start( EgoComponent egoComponent, C component, ... ), Update( EgoComponent egoComponent, C component, ... ), and FixedUpdate( EgoComponent egoComponent, C component, ... ), respectively.

v0.3.0

13 Mar 04:44
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New Features

  • Systems now support up to 12 Components
  • Systems can now be enabled / disabled in the EgoInterface Inspector. Allows for easier debugging.

API Changes

  • Add / Create Systems using your EgoInterface's static constructor