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gamesystemslocator's Issues

Disable overrides for system

Allow the user to mark the system as "sealed" which disables checking for it in overrides. This would be done to optimize the performance of the overrides if that's needed.

Example code:

builder.Add<SomeSystem>(required: true, sealed: true);

Implement System Handle

Add an option to return a handle instead of a system. Such handle could be then (cheaply) evaluated at the point where the system is needed.

GameSystemHandle<IMusicPlayer> musicPlayerHandle;
// ... //
musicPlayerHandle = GameSystems.GetHandle<IMusicPlayer>();
// ... //
var musicPlayer = musicPlayerHandle.Evaluate();

Create automated tests for the bootstrapper

Test could run a series of scenes to check if the behaviour is as expected

  1. Start test scene
  2. Check if system is bound
  3. Open scene 2
  4. Check if override it applied

Config could look at the scene name to determine what test system root prefab to spawn

Option to instance a Locator

Move the Locator logic into a non-static class.
Static class should create and use its own instance of the locator.

This should make testing nicer

Better error message

If the prefab is not found, an null ref is thrown. That should get a custom exception

Execution order

Investigate and document execution order and potential issues related to it

Context support

Add support for locating objects like Player using a context.
The feature would add this method to the config file

builder.Context.Add<Player>();

and this method to the locator itself

GameSystems.Context.Get<Player>();

Despite being similar to Game System Locator itself, Context would be optimized for frequent unbind and binding. Therefore would not have support for overrides, null objects and so on

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