feat: IComponent can access EntityComponent properties#2813
Draft
MasonDestro wants to merge 6 commits intostride3d:masterfrom
Draft
feat: IComponent can access EntityComponent properties#2813MasonDestro wants to merge 6 commits intostride3d:masterfrom
MasonDestro wants to merge 6 commits intostride3d:masterfrom
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Like the `Entity Entity { get; }` already in Stride.BepuPhysics.Components.ISimulationUpdate
Member
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Do we want all implementations of Pinging @Eideren since they worked on that "flexible processing" part (cf #2331). |
Collaborator
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I don't understand what this PR tries to achieve - the interface as is is not supposed to be consumed by anything besides the internals of stride - the processor of a given |
Collaborator
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Converting this to draft while the contributor gets back to us |
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PR Details
Like the
Entity Entity { get; }already inStride.BepuPhysics.Components.ISimulationUpdateAllow flexible processing
Processorto visit public properties ofEntityComponentlikeEntityProcessor<TComponent, TData>It's common to get data from other components of the same entity in game dev, e.g.
Health,MoveSpeedare properties of reusable componentUnit, another reusable componentUnitMoveneed to getMoveSpeedfromUnit. Also, there could be anEffectContainercontains effects may change speed likeFrozenorSpeedUpthatUnitMoveneed to get.in
EntityProcessor, it can do such things throughEntityComponent.Entity.Get<T>()while traversingComponentDatas.Values, but it's not a default feature forIComponentandIProcessorof flexible processing.So I add getter to
IComponentand remove theEntity Entity { get; }inISimulationUpdatesince it's the only one built-in component inheritsIComponent.Related Issue
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