Awesome
🧁KECS
KECS is a fast and easy C# Entity Component System framework for writing your own games.
Important! KECS is still in development, so its use in projects is only at your own risk.
Table of Contents
About ECS pattern
🌏 World
World is a container for all entities and components. The world is created with Worlds.Create()
. The world can be set
up with its initial settings using the WorldConfig
structure.
var world = Worlds.Create(worldName,
new WorldConfig()
{
...
});
The world can be retrieved using its name or id Worlds.Get()
var world = Worlds.Get(worldName);
The world can be destroyed using the Destroy ()
method of the World
class.
world.Destroy();
📦 Component
A component is a container only for users data. In KECS, component is only a value type.
public struct MoveComponent
{
public Vector2 Direction;
public float Speed;
}
🤖 Entity
An entity is a container for components. The entity has methods for adding, removing, and getting components.
Entity entity = _world.CreateEntity();
ref var settedSpeedComponent = ref entity.Set(new SpeedComponent());
ref var gottenSpeedComponent = ref entity.Get<SpeedComponent>();
entity.Remove<SpeedComponent>();
bool has = entity.Has<SpeedComponent>();
entity.Destroy ();
Important! An entity without components will be automatically deleted.
🚧 EntityBuilder
EntityBuilder allows you to create entities according to a template you define.
var builder = new EntityBuilder();
builder.Append(new FooComponent())
.Append(new BarComponent())
.Append(new BazComponent());
var entity = builder.Build(World);
The Append()
method allows you to add a component to the entity template.
The Build(world)
method allows you to create an entity from this template in the world.
NOTE: This way of creating an entity allows you to reduce the number of side archetypes at the initial sequential assignment of entity components.
🕹️ System
The system processes entities matching the filter.
The system must implement the abstract class SystemBase
or UpdateSystem
.
public class SystemTest1 : UpdateSystem
{
public override void Initialize()
{
// Will be called when the system is initialized.
}
public override void OnUpdate(float deltaTime)
{
_world.CreateQuery()
.ForEach((Entity entity, ref Component comp) =>
{
comp.Counter++;
});
}
public override void OnDestroy()
{
// Will be called when the system is destroyed.
}
public override void PostDestroy()
{
//Will be called after the system is destroyed.
}
}
💡 Events
Emitting an event for an entity is set by the entity.SetEvent<>()
method.
public struct EventComponent
{
...
}
...
entity.SetEvent<EventComponent>();
Receiving an event.
public class SystemTest1 : UpdateSystem
{
public override void OnUpdate(float deltaTime)
{
_world.CreateQuery()
.ForEach((Entity entity, ref EventComponent event) =>
{
...
});
}
}
Important! The event hangs on the entity on exactly one frame, so the event appears only on the next frame and deleted after it.
🎰 Query
To create a query to the world you need to call the CreateQuery()
method.
In order to include or exclude a set of components from iteration. You can use a method chain for the request, consisting of With<>()
or Without<>()
.
In order to iterate over this set, you need to call the Foreach()
method from the request. Components specified in
delegate arguments will automatically be considered as included in the selection.
public class SystemTest1 : UpdateSystem
{
public override void OnUpdate(float deltaTime)
{
_world.CreateQuery()
.With<BarComponent>()
.Without<BazComponent>()
.ForEach((Entity entity, ref FooComponent fooComp) =>
{
...
});
}
}
💉 Data injection
Adding shared data to systems is done by calling the AddShared ()
method of the Systems
class.
public class SharedData
{
//Some fields
}
...
var world = Worlds.Create();
var systems = new Systems(world);
systems.Add(new SystemTest()).
Add(new SystemTest1()).
AddShared(new SharedData());
systems.Initialize();
Shared data for the system is obtained by calling the GetShared<>()
method.
public class SystemTest1 : UpdateSystem
{
public override void OnUpdate(float deltaTime)
{
var sharedData = _systems.GetShared<SharedData>();
_world.CreateQuery()
.ForEach((Entity entity, ref FooComponent fooComp) =>
{
...
});
}
}
🎮 Systems
Systems are added using the Add<>()
method of the Systems
class.
After adding all systems, you must call the Intitalize()
method.
public class StartUp : MonoBehaviour
{
public World _world;
public Systems _systems;
public void Awake()
{
_world = Worlds.Create();
_systems = new Systems(_world);
_systems.Add(new SystemTest()).
Add(new SystemTest1()).
_systems.Initialize();
}
public void Update()
{
_world.ExecuteTasks();
_systems.OnUpdate(Time.deltaTime);
}
public void OnDestroy()
{
_systems.OnDestroy();
_world.Destroy();
}
}
Important! After the systems are initialized, you cannot add new systems.
📘 License
💬 Contacts
Telegram: ludaludaed