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andrew-raphael-lukasik avatar elliotb256 avatar

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ecscombat's Issues

InvalidOperationException: GetSingleton<Battle.Combat.GameTimeDelta>() requires that exactly one Battle.Combat.GameTimeDelta exist that match this query, but there are 0.

What

InvalidOperationException: GetSingleton<Battle.Combat.GameTimeDelta>() requires that exactly one Battle.Combat.GameTimeDelta exist that match this query, but there are 0.
Unity.Entities.EntityQueryImpl.GetSingleton[T] () (at Library/PackageCache/[email protected]/Unity.Entities/Iterators/EntityQuery.cs:849)
Unity.Entities.EntityQuery.GetSingleton[T] () (at Library/PackageCache/[email protected]/Unity.Entities/Iterators/EntityQuery.cs:1523)
Battle.AI.RetargetBehaviourSystem.OnUpdate () (at Assets/Battle/AI/Aggression/Retarget.cs:34)
Unity.Entities.SystemBase.Update () (at Library/PackageCache/[email protected]/Unity.Entities/SystemBase.cs:412)
Unity.Entities.ComponentSystemGroup.UpdateAllSystems () (at Library/PackageCache/[email protected]/Unity.Entities/ComponentSystemGroup.cs:472)
UnityEngine.Debug:LogException(Exception)
Unity.Debug:LogException(Exception) (at Library/PackageCache/[email protected]/Unity.Entities/Stubs/Unity/Debug.cs:19)
Unity.Entities.ComponentSystemGroup:UpdateAllSystems() (at Library/PackageCache/[email protected]/Unity.Entities/ComponentSystemGroup.cs:477)
Unity.Entities.ComponentSystemGroup:OnUpdate() (at Library/PackageCache/[email protected]/Unity.Entities/ComponentSystemGroup.cs:417)
Unity.Entities.ComponentSystem:Update() (at Library/PackageCache/[email protected]/Unity.Entities/ComponentSystem.cs:114)
Unity.Entities.ComponentSystemGroup:UpdateAllSystems() (at Library/PackageCache/[email protected]/Unity.Entities/ComponentSystemGroup.cs:472)
Unity.Entities.ComponentSystemGroup:OnUpdate() (at Library/PackageCache/[email protected]/Unity.Entities/ComponentSystemGroup.cs:417)
Unity.Entities.ComponentSystem:Update() (at Library/PackageCache/[email protected]/Unity.Entities/ComponentSystem.cs:114)
Unity.Entities.DummyDelegateWrapper:TriggerUpdate() (at Library/PackageCache/[email protected]/Unity.Entities/ScriptBehaviourUpdateOrder.cs:333)

How to reproduce

  1. Open project with 2020.3.16f1
  2. Open "/Assets/Scenes/standard" scene
  3. Hit play

Split code into separate sub packages?

@andrew-raphael-lukasik

Thanks for the recent changes, it's nice to see someone taking a look! Perhaps I can get your opinions on some thoughts.

I'm thinking of splitting the repo up into separate packages; it would help enforce decoupling of the logic between different core parts of the game to promote reusability in other projects. e.g. in https://github.com/ElliotB256/ECSCombat_Spawning I've added behaviours for spawning ships through a 'Spawn' entity, which can be coupled with modifiers and refits to swap out components on the ships (so, eg you can create an entity to spawn a number of fighters and swap their small weapons hookpoints for lasers, for instance). It's used in this prototype:
https://elliotb256.itch.io/command-deck

Personally I'm not sure what the best way to handle this in unity is. For now I've set it up using git submodules, so each module is pulled in as a separate sub repo to the main project Assets folder. It could probably also be done using UPM (probably the more technically 'correct' way in unity ecosystem?), but I've had bad experiences with UPM in the past. Very open to suggestions.

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