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Unity uGui bindings for LeoECS Lite

Bindings for events from Unity uGui to LeoECS Lite.

C#7.3 or above required for this framework.

Tested on unity 2020.3 (dependent on it) and contains assembly definition for compiling to separate assembly file for performance reason.

Dependent on LeoECS Lite - dependency should be imported to unity project first. Dependent on LeoECS Lite Extended systems - dependency should be imported to unity project first.

Table of content

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Installation

As unity module

This repository can be installed as unity module directly from git url. In this way new line should be added to Packages/manifest.json:

"com.leoecscommunity.ecslite.unity.ugui": "https://github.com/LeoECSCommunity/ecslite-unity-ugui.git",

By default last released version will be used. If you need trunk / developing version then develop name of branch should be added after hash:

"com.leoecscommunity.ecslite.unity.ugui": "https://github.com/LeoECSCommunity/ecslite-unity-ugui.git#develop",

As source

If you can't / don't want to use unity modules, code can be cloned or downloaded as archive from releases page.

Integration

EcsUguiEmitter

Special MonoBehaviour that will convert ugui-events on scene to ecs-specific events. Should be placed on root GameObject of Ui hierarchy in scene (on root Canvas, for example) and connected in ecs world before any systems that should process events from ui:

public class Startup : MonoBehaviour {
    // Field that should be initialized by instance of `EcsUguiEmitter` assigned to Ui root GameObject.
    [SerializeField] EcsUguiEmitter _uguiEmitter;

    EcsSystems _systems;

    void Start () {
        _systems = new EcsSystems (new EcsWorld ());
        _systems
            .Add (new Test1System ())
            .Add (new Test2System ())
            // better to create custom world for ugui events to reduce memory consuming for default world.
            .AddWorld (new EcsWorld (), "ugui-events")
            // should be placed after all systems with gui events dependency.
            .InjectUgui (_uguiEmitter, "ugui-events")
            .Init ();
    }
    
    void Update () {
        _systems?.Update ();
    }
    
    void OnDestroy () {
        if (_systems != null) {
            _systems.GetWorld ("ugui-events").Destroy ();
            _systems.GetWorld ().Destroy ();
            _systems = null;
        }
    }
}

public class Test1System : IEcsInitSystem {
    // ugui injected fields.
    readonly EcsUguiEmitter _ugui = default;
    
    GameObject _btnGo;
    Transform _btnTransform;
    Button _btn;

    public void Init (EcsSystems systems) {
        _btnGo = _ugui.GetNamedObject ("MyButton");
        _btnTransform = _ugui.GetNamedObject ("MyButton").GetComponent<Transform> ();
        _btn = _ugui.GetNamedObject ("MyButton").GetComponent<Button> ();
    }
}

public class Test2System : IEcsInitSystem {
    // ugui injected fields.
    [EcsUguiNamed("MyButton")] GameObject _btnGo;
    [EcsUguiNamed("MyButton")] Transform _btnTransform;
    [EcsUguiNamed("MyButton")] Button _btn;

    public void Init (EcsSystems systems) {
        // All fields above will be filled with same values as in Test1System.
    }
}

EcsUguiCallbackSystem

Methods can be directly subscribed to ugui events through EcsUguiCallbackSystem:

public class TestUguiClickEventSystem : EcsUguiCallbackSystem {
    [Preserve] // for fix possible il2cpp dead code elimination.
    [EcsUguiClickEvent]
    void OnAnyClick (in EcsUguiClickEvent evt) {
        Debug.Log ("Im clicked!", evt.Sender);
    }
    
    // method will be called only on "exit-button" widget click event. 
    [Preserve]
    [EcsUguiClickEvent("exit-button")]
    void OnExitButtonClicked (in EcsUguiClickEvent evt) {
        Debug.Log ("exit-button clicked!", evt.Sender);
    }
    
    // method will be called only on "exit-button" widget click event at "events" world. 
    [Preserve]
    [EcsUguiClickEvent("exit-button", "events")]
    void OnExitButtonClicked (in EcsUguiClickEvent evt) {
        Debug.Log ("exit-button clicked!", evt.Sender);
    }
}

Supported attributes:

[EcsUguiClickEvent]
[EcsUguiUpEvent]
[EcsUguiDownEvent]
[EcsUguiDragStartEvent]
[EcsUguiDragMoveEvent]
[EcsUguiDragEndEvent]
[EcsUguiEnterEvent]
[EcsUguiExitEvent]
[EcsUguiScrollViewEvent]
[EcsUguiSliderChangeEvent]
[EcsUguiTmpDropdownChangeEvent]
[EcsUguiTmpInputChangeEvent]
[EcsUguiTmpInputEndEvent]
[EcsUguiDropEvent]

Actions

MonoBehaviours that should be added to uGui widgets to transfer events from them to ecs-world (EcsUguiClickAction, EcsUguiDragAction and others). Each action component contains reference to EcsUguiEmitter in scene (if not inited manually - will try to find emitter automatically on start) and logical name WidgetName that can helps to detect source of event (or just get named GameObject) inside ecs-system.

Components

Event data containers: EcsUguiClickEvent, EcsUguiBeginDragEvent, EcsUguiEndDragEvent and others - they can be used as ecs-components with standard filtering through EcsFilter:

public class TestUguiClickEventSystem : IEcsInitSystem, IEcsRunSystem {
    EcsPool<EcsUguiClickEvent> _clickEventsPool;
    EcsFilter _clickEvents;
    
    public void Init (EcsSystems systems) {
        var world = systems.GetWorld ("ugui-events");
        _clickEventsPool = world.GetPool<EcsUguiClickEvent> (); 
        _clickEvents = world.Filter<EcsUguiClickEvent> ().End ();
    }

    public void Run (EcsSystems systems) {
        foreach (var entity in _clickEvents) {
            ref EcsUguiClickEvent data = ref _clickEventsPool.Get (entity);
            Debug.Log ("Im clicked!", data.Sender);
        }
    }
}

License

The software is released under the terms of the MIT license.

No personal support or any guarantees.