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sschmid avatar sschmid commented on April 28, 2024

From ComputeNextTurnSystem:

entity.ReplaceNextTurn(entity.nextTurn.timeBeforeNextTurn - nextTurnTimeToDecrease);
if( entity.nextTurn.timeBeforeNextTurn < 0){
    entity.RemoveNextTurn();
}

Calling entity.ReplaceNextTurn will trigger the ReactiveSystem in the next frame again, because it's triggered by Matcher.NextTurn. It kind of triggers itself every frame now.
You could fix that by writing sth like this

var timeBeforeNextTurn = entity.nextTurn.timeBeforeNextTurn - nextTurnTimeToDecrease;
if( timeBeforeNextTurn < 0) {
    entity.RemoveNextTurn();
} else {
    entity.ReplaceNextTurn(timeBeforeNextTurn);
}

from entitas.

sschmid avatar sschmid commented on April 28, 2024

When you want to ensure that entites have certain components, you can implement IEnsureComponents

public class ComputeNextTurnSystem : IReactiveSystem, IEnsureComponents {
    ...
    public IMatcher ensureComponents { get { return Matcher.NextTurn; } }
    ...
}

from entitas.

sschmid avatar sschmid commented on April 28, 2024

Your solution with the IExecuteSystem is perfectly fine, too :)

from entitas.

jraselin avatar jraselin commented on April 28, 2024

Thanks for your response

Regards

from entitas.

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