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It is common to assign RequireComponent for a self-defined component in Unity for easier initialization.
Like this:
classSubComponent:MonoBehaviour{}[RequireComponent(typeof(SubComponent),typeof(SpriteRenderer))]classCustomComponent:MonoBehaviour{}varobj=newGameObject("Test",typeof(CustomComponent));// Then obj has CustomComponent, SubComponent, SpriteRenderer together.
Is it possible to implement it in Friflo? like this:
[RequireComponent(typeof(Position))]structAnimData:IComponent{publicintframe_idx;publicSprite[]ref_frames;}vare=store.CreateEntity(newAnimData());// Then e has both AnimData and Position components.
To my knowledge, it is possible to expand Generic<AnimData>.ComponentTypes through the attribute,
The text was updated successfully, but these errors were encountered:
It is common to assign
RequireComponent
for a self-defined component in Unity for easier initialization.Like this:
Is it possible to implement it in Friflo? like this:
To my knowledge, it is possible to expand
Generic<AnimData>.ComponentTypes
through the attribute,The text was updated successfully, but these errors were encountered: