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Is your feature request related to a problem? Please describe.
The game I am trying to make is a party game. Each match will have at least 3 game flow states:
Intro/Countdown: Players are spawned at their initial locations but cannot move while the game is counting down a timer before the game starts.
Playing: Actual game state.
Ending: Play a short cutscene to show the winners.
Each state uses different systems, therefore I want to remove/add systems based on the current state.
Note that It is possible to remove system from systems in the original Entitas but not in Redux.
Describe the solution you'd like
Add a Remove(ISystem system) function in the Systems class, like how it's done in the original Entitas Systems.
Describe alternatives you've considered
The solution mentioned should be the best, so no other alternatives.
The text was updated successfully, but these errors were encountered:
Is your feature request related to a problem? Please describe.
The game I am trying to make is a party game. Each match will have at least 3 game flow states:
Each state uses different systems, therefore I want to remove/add systems based on the current state.
Note that It is possible to remove system from systems in the original Entitas but not in Redux.
Describe the solution you'd like
Add a Remove(ISystem system) function in the Systems class, like how it's done in the original Entitas Systems.
Describe alternatives you've considered
The solution mentioned should be the best, so no other alternatives.
The text was updated successfully, but these errors were encountered: