Right now, a unique component is both inside an anonymous entity directly in the context, as in
_contexts.game.ReplaceCheese("Mozarella")
but you can also do
`_contexts.game.CreateEntity().ReplaceCheese("Mozarella")'
My devs, fresh into Entitas, often do the latter when they actually meant the former, causing issues.
I am requesting the ability to have unique component in the context only (possibly as a boolean in Jenny.properties) and NOT inside the entity of that context.
Is it necessary to have them in the entity? No problem, simply reduce the scope of Add, Remove, Replace, Has so it works internally, but publicly, only the context's version are available. Having your cake, and eating it too :D
Right now, a unique component is both inside an anonymous entity directly in the context, as in
_contexts.game.ReplaceCheese("Mozarella")
but you can also do `_contexts.game.CreateEntity().ReplaceCheese("Mozarella")'My devs, fresh into Entitas, often do the latter when they actually meant the former, causing issues.
I am requesting the ability to have unique component in the context only (possibly as a boolean in Jenny.properties) and NOT inside the entity of that context.
Is it necessary to have them in the entity? No problem, simply reduce the scope of Add, Remove, Replace, Has so it works internally, but publicly, only the context's version are available. Having your cake, and eating it too :D