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This repository has been archived by the owner on Dec 20, 2022.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

Releases: andoowhy/EgoCS

v0.2.2

12 Feb 05:19
Compare
Choose a tag to compare

Bug Fixes

Fixed ComponentIDs.Get(). Moved getting the Component ID value out of an Assert.IsTrue() call, which was getting compiled out of release builds and breaking them.

v0.2.1

06 Feb 19:51
Compare
Choose a tag to compare

Bug Fixes

Removed non-existent EgoSystem references in EgoInterface.cs. Some were accidentally included from an upcoming EcoCS example project. Sorry about that ._.

v0.2.0

30 Jan 23:57
Compare
Choose a tag to compare

New Features

  • Added custom editor windows to easily create EgoCS-compatible Components, Systems and Events.
    • Assets -> Create -> EgoCS

v0.1.2

11 Jan 05:12
Compare
Choose a tag to compare

Bug Fixes

  • Components will now be properly destroyed when calling Ego.Destroy<C>()

API Changes

  • You no longer need to call EgoEvents.Invoke() anywhere in your EgoInterface script

v0.1.1

03 Jan 03:16
Compare
Choose a tag to compare

New Features

  • Added a custom editor to easily create EgoCS-compatible Components
    • Assets -> Create -> EgoCS Component

API Changes

  • You no longer need to call Base.Start() when overriding EgoSystem.Start()
  • EgoCS no longer assumes all GameObjects have a Transform Component attached, since UI GameObjects instead have a RectTransform. You now should specify Transform in a System's desired Components.
  • EgoEvents now iterate over queued Event Objects and Event Handlers using c-style for loops instead of foreach. This prevent breaking iterators when creating new Event Objects from Event Handlers
  • Ego.AddGameObject() now returns the new GameObject's EgoComponent instead of the GameObject. You can get the GameObject using egoComponent.gameObject

v0.1.0

26 Dec 06:43
Compare
Choose a tag to compare

First release