Scellecs.Morpeh
2022.2.2
See the version list below for details.
dotnet add package Scellecs.Morpeh --version 2022.2.2
NuGet\Install-Package Scellecs.Morpeh -Version 2022.2.2
<PackageReference Include="Scellecs.Morpeh" Version="2022.2.2" />
paket add Scellecs.Morpeh --version 2022.2.2
#r "nuget: Scellecs.Morpeh, 2022.2.2"
// Install Scellecs.Morpeh as a Cake Addin #addin nuget:?package=Scellecs.Morpeh&version=2022.2.2 // Install Scellecs.Morpeh as a Cake Tool #tool nuget:?package=Scellecs.Morpeh&version=2022.2.2
Morpeh
๐ฒ ECS Framework for Unity Game Engine and .Net Platform
- Simple Syntax.
- Plug & Play Installation.
- No code generation.
- Structure-Based and Cache-Friendly.
๐ Table of Contents
๐ Introduction
๐ Base concept of ECS pattern
๐ Entity
Container of components.
Has a set of methods for add, get, set, remove components.
It is reference type. Each entity is unique and not pooled. Only entity IDs are reused.
var entity = this.World.CreateEntity();
ref var addedHealthComponent = ref entity.AddComponent<HealthComponent>();
ref var gottenHealthComponent = ref entity.GetComponent<HealthComponent>();
//if you remove last component on entity it will be destroyd on next world.Commit()
bool removed = entity.RemoveComponent<HealthComponent>();
entity.SetComponent(new HealthComponent {healthPoints = 100});
bool hasHealthComponent = entity.Has<HealthComponent>();
var newEntity = this.World.CreateEntity();
//after migration entity has no components, so it will be destroyd on next world.Commit()
entity.MigrateTo(newEntity);
๐ Component
Components are types which include only data.
In Morpeh components are value types for performance purposes.
public struct HealthComponent : IComponent {
public int healthPoints;
}
๐ System
Types that process entities with a specific set of components.
Entities are selected using a filter.
All systems are represented by interfaces, but for convenience, there are ScriptableObject classes that make it easier to work with the inspector and Installer
.
Such classes are the default tool, but you can write pure classes that implement the interface, but then you need to use the SystemsGroup
API instead of the Installer
.
public class HealthSystem : ISystem {
public World World { get; set; }
private Filter filter;
public void OnAwake() {
this.filter = this.World.Filter.With<HealthComponent>();
}
public void OnUpdate(float deltaTime) {
foreach (var entity in this.filter) {
ref var healthComponent = ref entity.GetComponent<HealthComponent>();
healthComponent.healthPoints += 1;
}
}
public void Dispose() {
}
}
All systems types:
IInitializer
&Initializer
- have only OnAwake and Dispose methods, convenient for executing startup logicISystem
&UpdateSystem
IFixedSystem
&FixedUpdateSystem
ILateSystem
&LateUpdateSystem
ICleanupSystem
&CleanupSystem
๐ SystemsGroup
The type that contains the systems.
There is an Installer
wrapper to work in the inspector, but if you want to control everything from code, you can use the systems group directly.
var newWorld = World.Create();
var newSystem = new HealthSystem();
var newInitializer = new HealthInitializer();
var systemsGroup = newWorld.CreateSystemsGroup();
systemsGroup.AddSystem(newSystem);
systemsGroup.AddInitializer(newInitializer);
//it is bad practice to turn systems off and on, but sometimes it is very necessary for debugging
systemsGroup.DisableSystem(newSystem);
systemsGroup.EnableSystem(newSystem);
systemsGroup.RemoveSystem(newSystem);
systemsGroup.RemoveInitializer(newInitializer);
newWorld.AddSystemsGroup(order: 0, systemsGroup);
newWorld.RemoveSystemsGroup(systemsGroup);
๐ World
A type that contains entities, components stashes, systems and root filter.
var newWorld = World.Create();
//a variable that specifies whether the world should be updated automatically by the game engine.
//if set to false, then you can update the world manually.
//and can also be used for game pauses by changing the value of this variable.
newWorld.UpdateByUnity = true;
var newEntity = newWorld.CreateEntity();
newWorld.RemoveEntity(newEntity);
var systemsGroup = newWorld.CreateSystemsGroup();
systemsGroup.AddSystem(new HealthSystem());
newWorld.AddSystemsGroup(order: 0, systemsGroup);
newWorld.RemoveSystemsGroup(systemsGroup);
var filter = newWorld.Filter.With<HealthComponent>();
var healthCache = newWorld.GetStash<HealthComponent>();
var reflectionHealthCache = newWorld.GetReflectionStash(typeof(HealthComponent));
//manually world updates
newWorld.Update(Time.deltaTime);
newWorld.FixedUpdate(Time.fixedDeltaTime);
newWorld.LateUpdate(Time.deltaTime);
newWorld.CleanupUpdate(Time.deltaTime);
//apply all entity changes, filters will be updated.
//automatically invoked between systems
newWorld.Commit();
๐ Filter
A type that contains entities constrained by conditions With and/or Without.
You can chain them in any order and quantity.
var filter = this.World.Filter.With<HealthComponent>()
.With<BooComponent>()
.Without<DummyComponent>();
var firstEntityOrException = filter.First();
var firstEntityOrNull = filter.FirstOrDefault();
bool filterIsEmpty = filter.IsEmpty();
int filterLengthCalculatedOnCall = filter.GetLengthSlow();
๐ Stash
A type that contains components.
You can get components and do other operations directly from the stash, because entity methods look up the stash each time on call.
However, such code is harder to read.
var healthStash = this.World.GetStash<HealthComponent>();
var entity = this.World.CreateEntity();
ref var addedHealthComponent = ref healthStash.Add(entity);
ref var gottenHealthComponent = ref healthStash.Get(entity);
bool removed = healthStash.Remove(entity);
healthStash.Set(entity, new HealthComponent {healthPoints = 100});
bool hasHealthComponent = healthStash.Has(entity);
var newEntity = this.World.CreateEntity();
//transfers a component from one entity to another
healthStash.Migrate(from: entity, to: newEntity);
//not a generic variation of stash, so we can only do a limited set of operations
var reflectionHealthCache = newWorld.GetReflectionStash(typeof(HealthComponent));
//set default(HealthComponent) to entity
reflectionHealthCache.Set(entity);
bool removed = reflectionHealthCache.Remove(entity);
bool hasHealthComponent = reflectionHealthCache.Has(entity);
๐ Advanced
๐งน Component Disposing
Sometimes it becomes necessary to clear component values.
For this, it is enough that the component implements IDisposable
. For example:
public struct PlayerView : IComponent, IDisposable {
public GameObject value;
public void Dispose() {
Object.Destroy(value);
}
}
The initializer or system needs to mark the stash as disposable. For example:
public class PlayerViewDisposeInitializer : Initializer {
public override void OnAwake() {
this.World.GetStash<PlayerView>().AsDisposable();
}
}
or
public class PlayerViewSystem : UpdateSystem {
public override void OnAwake() {
this.World.GetStash<PlayerView>().AsDisposable();
}
public override void OnUpdate(float deltaTime) {
...
}
}
Now, when the component is removed from the entity, the Dispose()
method will be called on the PlayerView
component.
๐ Examples
๐ฅ Games
๐ License
๐ MIT License
๐ฌ Contacts
โ๏ธ Telegram: olegmrzv
๐ง E-Mail: benjminmoore@gmail.com
๐ฅ Telegram Community RU: Morpeh ECS Development
Product | Versions Compatible and additional computed target framework versions. |
---|---|
.NET | net5.0 was computed. net5.0-windows was computed. net6.0 was computed. net6.0-android was computed. net6.0-ios was computed. net6.0-maccatalyst was computed. net6.0-macos was computed. net6.0-tvos was computed. net6.0-windows was computed. net7.0 was computed. net7.0-android was computed. net7.0-ios was computed. net7.0-maccatalyst was computed. net7.0-macos was computed. net7.0-tvos was computed. net7.0-windows was computed. net8.0 was computed. net8.0-android was computed. net8.0-browser was computed. net8.0-ios was computed. net8.0-maccatalyst was computed. net8.0-macos was computed. net8.0-tvos was computed. net8.0-windows was computed. |
.NET Core | netcoreapp3.0 was computed. netcoreapp3.1 was computed. |
.NET Standard | netstandard2.1 is compatible. |
MonoAndroid | monoandroid was computed. |
MonoMac | monomac was computed. |
MonoTouch | monotouch was computed. |
Tizen | tizen60 was computed. |
Xamarin.iOS | xamarinios was computed. |
Xamarin.Mac | xamarinmac was computed. |
Xamarin.TVOS | xamarintvos was computed. |
Xamarin.WatchOS | xamarinwatchos was computed. |
-
.NETStandard 2.1
- No dependencies.
NuGet packages (1)
Showing the top 1 NuGet packages that depend on Scellecs.Morpeh:
Package | Downloads |
---|---|
Undine.Morpeh
Undine bindings for Morpeh Ecs |
GitHub repositories (1)
Showing the top 1 popular GitHub repositories that depend on Scellecs.Morpeh:
Repository | Stars |
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Doraku/Ecs.CSharp.Benchmark
Benchmarks of some C# ECS frameworks.
|