I don't use Contexts.SharedInstance in my game, because I rely heavily on dependency injection instead of singletons. However, I don't want to risk instantiating Contexts.SharedInstance by mistake, as that could lead to a very frustrating and confusing debugging session.
Hence, I wrapped all built-in uses of the generated field in #if !ENTITAS_REDUX_NO_SHARED_CONTEXT. To disable Contexts.SharedInstance in your project, define that symbol. Otherwise, existing code will continue to work as-is.
How Has This Been Tested?
I added a local build of the plugin to my own project. Works like a charm.
Checklist:
[x] My code follows the style guidelines of this project
[x] I have performed a self-review of my own code
[x] I have commented my code, particularly in hard-to-understand areas
[x] I have made corresponding changes to the documentation
Description
I don't use
Contexts.SharedInstance
in my game, because I rely heavily on dependency injection instead of singletons. However, I don't want to risk instantiatingContexts.SharedInstance
by mistake, as that could lead to a very frustrating and confusing debugging session.Hence, I wrapped all built-in uses of the generated field in
#if !ENTITAS_REDUX_NO_SHARED_CONTEXT
. To disableContexts.SharedInstance
in your project, define that symbol. Otherwise, existing code will continue to work as-is.How Has This Been Tested?
I added a local build of the plugin to my own project. Works like a charm.
Checklist: