Coder Social home page Coder Social logo

uframe's People

Contributors

gitter-badger avatar micahosborne avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

uframe's Issues

Cannot find EcsComponent in namespace Invert.uFrame.ECS

Seem to get an error when trying to build on an empty project with a single component, here were the steps:

  • Create a new project
  • Downloaded and unzipped repo into assets
  • Create a new module
  • Add component called Buffable (could be anything, it had no content in it)
  • Pressed the build button

Then got the error:

Assets/Plugins/Editor/uFrame.ECS.Editor/Components/Buffable.cs(24,48): error CS0234: The type or namespace name `EcsComponent' does not exist in the namespace `Invert.uFrame.ECS'. Are you missing an assembly reference?

I am using unity 5.3.4f and like I say it is a new project with nothing but this repo, when opening the generated code in VS it appears that the namespaces generated are wrong or have been refactored somewhere.

Add unity package build for easy consumption?

I was wondering if it would be possible to have the notion of a dist folder or something and just keep the latest version of the lib in there so people can just download that, also this would tie in with issue #2 where you could provide different flavours, i.e Architect & ECS, or just ECS (without existing architect DB).

This is just an idea so I don't want this to be seen as a request but wanted to open discussion.

uFrame Editor Only Resources Get Included in the Build

The uFrame editor only resources are being included in the build:

Used Assets and files from the Resources folder, sorted by uncompressed size:
 5.3 mb  28.5% Assets/Plugins/Editor/uFrame.Resources/Resources/images/Boxes_02.png
 5.3 mb  28.5% Assets/Plugins/Editor/uFrame.Resources/Resources/images/Boxes.psd

The solution is to move the Assets/Plugins/Editor/uFrame.Resources to Assets/Editor Default Resources/uFrame.Resources as described here: http://wiki.unity3d.com/index.php/Special_Folder_Names_in_your_Assets_Folder

Then you need to change ElementDesignerStyles.cs from
return Resources.Load<Texture2D>(String.Format("{0}/{1}", SkinName, name));
to
return EditorGUIUtility.Load(String.Format("uFrame.Resources/images/{0}.png", name)) as Texture2D;

CustomAction with Void Output - Editor crash with couldn't create file...

  1. Creating custom action
  2. Add an output with Void Output (try to create Action output).
  3. Get following error... editor crashes due to compile error.

(other output types seem to work)

NullReferenceException: Object reference not set to an instance of an object GenericTypedChildItem.get_RelatedTypeName () (at Assets/uFrame/Plugins/Editor/uFrame.Editor/Systems/Graphs/Data/GenericTypedChildItem.cs:61) Invert.uFrame.ECS.Templates.CustomActionDesignerTemplate.TemplateSetup () (at Assets/uFrame/Plugins/Editor/uFrame.ECS.Templates/TemplateConfigs.cs:1185) Invert.Core.GraphDesigner.TemplateClassGenerator2[Invert.uFrame.ECS.CustomActionNode,Invert.uFrame.ECS.Templates.CustomActionDesignerTemplate].ProcessTemplate () (at Assets/uFrame/Plugins/Editor/uFrame.Editor/Systems/Compiling/CodeGen/CodeTemplates/impl/TemplateClassGenerator.cs:257)
Invert.Core.GraphDesigner.TemplateClassGenerator2[Invert.uFrame.ECS.CustomActionNode,Invert.uFrame.ECS.Templates.CustomActionDesignerTemplate].Initialize (Invert.Core.GraphDesigner.CodeFileGenerator codeFileGenerator) (at Assets/uFrame/Plugins/Editor/uFrame.Editor/Systems/Compiling/CodeGen/CodeTemplates/impl/TemplateClassGenerator.cs:215) Invert.Core.GraphDesigner.CodeFileGenerator.CreateOutput () (at Assets/uFrame/Plugins/Editor/uFrame.Editor/Systems/Compiling/CodeGen/CodeTemplates/impl/CodeFileGenerator.cs:44) Invert.Core.GraphDesigner.FileGeneratorBase.ToString () (at Assets/uFrame/Plugins/Editor/uFrame.Editor/Systems/Compiling/CodeGen/CodeTemplates/impl/FileGeneratorBase.cs:12) Invert.Core.GraphDesigner.CompilingSystem.GenerateFile (System.IO.FileInfo fileInfo, Invert.Core.GraphDesigner.CodeFileGenerator codeFileGenerator) (at Assets/uFrame/Plugins/Editor/uFrame.Editor/Systems/CompilingSystem.cs:252) UnityEngine.Debug:LogException(Exception) Invert.Core.GraphDesigner.Unity.UnityPlatform:LogException(Exception) (at Assets/uFrame/Plugins/Editor/uFrame.Editor/Systems/Unity/UnityPlatform.cs:77) Invert.Core.InvertApplication:LogException(Exception) (at Assets/uFrame/Plugins/Editor/uFrame.Editor/Systems/Core/InvertApplication.cs:532) Invert.Core.GraphDesigner.CompilingSystem:GenerateFile(FileInfo, CodeFileGenerator) (at Assets/uFrame/Plugins/Editor/uFrame.Editor/Systems/CompilingSystem.cs:256) Invert.Core.GraphDesigner.<Generate>c__Iterator87:MoveNext() (at Assets/uFrame/Plugins/Editor/uFrame.Editor/Systems/CompilingSystem.cs:220) Invert.Core.GraphDesigner.Unity.TaskSystem:Update() (at Assets/uFrame/Plugins/Editor/uFrame.Editor/Systems/Unity/TaskSystem.cs:21) Invert.Core.GraphDesigner.Unity.ElementsDesigner:<Update>m__303(IUpdate) (at Assets/uFrame/Plugins/Editor/uFrame.Editor/Systems/Unity/ElementsDesigner.cs:70) Invert.Core.EventManager1:Signal(Action1) (at Assets/uFrame/Plugins/Editor/uFrame.Editor/Systems/Core/EventManager.cs:30) Invert.Core.InvertApplication:SignalEvent(Action1) (at Assets/uFrame/Plugins/Editor/uFrame.Editor/Systems/Core/InvertApplication.cs:376)
Invert.Core.GraphDesigner.Unity.ElementsDesigner:Update() (at Assets/uFrame/Plugins/Editor/uFrame.Editor/Systems/Unity/ElementsDesigner.cs:70)
UnityEditor.EditorApplication:Internal_CallUpdateFunctions()
Coudln't create file /Assets/uFrameCode/CustomActions/IsUnityEditor.designer.cs
UnityEngine.Debug:Log(Object)
Invert.Core.GraphDesigner.Unity.UnityPlatform:Log(String) (at Assets/uFrame/Plugins/Editor/uFrame.Editor/Systems/Unity/UnityPlatform.cs:72)
Invert.Core.InvertApplication:Log(String) (at Assets/uFrame/Plugins/Editor/uFrame.Editor/Systems/Core/InvertApplication.cs:448)
Invert.Core.GraphDesigner.CompilingSystem:GenerateFile(FileInfo, CodeFileGenerator) (at Assets/uFrame/Plugins/Editor/uFrame.Editor/Systems/CompilingSystem.cs:257)
Invert.Core.GraphDesigner.c__Iterator87:MoveNext() (at Assets/uFrame/Plugins/Editor/uFrame.Editor/Systems/CompilingSystem.cs:220)
Invert.Core.GraphDesigner.Unity.TaskSystem:Update() (at Assets/uFrame/Plugins/Editor/uFrame.Editor/Systems/Unity/TaskSystem.cs:21)
Invert.Core.GraphDesigner.Unity.ElementsDesigner:m__303(IUpdate) (at Assets/uFrame/Plugins/Editor/uFrame.Editor/Systems/Unity/ElementsDesigner.cs:70)
Invert.Core.EventManager1:Signal(Action1) (at Assets/uFrame/Plugins/Editor/uFrame.Editor/Systems/Core/EventManager.cs:30)
Invert.Core.InvertApplication:SignalEvent(Action1) (at Assets/uFrame/Plugins/Editor/uFrame.Editor/Systems/Core/InvertApplication.cs:376) Invert.Core.GraphDesigner.Unity.ElementsDesigner:Update() (at Assets/uFrame/Plugins/Editor/uFrame.Editor/Systems/Unity/ElementsDesigner.cs:70) UnityEditor.EditorApplication:Internal_CallUpdateFunctions()

Possibly reduntant Update call in uFrameComponent

uFrameComponent declares an empty private non-virtual Update(), which is wired into Unity update loop per each component in the scene and called each frame. I have verified this behavior in editor play mode.

Why is this call in there? Should it be removed?

Any way to reference elements in one database from another?

So I have a project with 2 databases, mainly so the code generated can be kept separate, and I am trying to reference components and events in the first database (lets call it A) in the second database (lets call it B), however I cannot see any obvious way to reference A from B, I have tried going to show and typing in something in A but nothing seems to work there, so is there a way to do this?

Code Handlers are listed as obsolete but no documented other approach?

So historically you either used the action designer (default) or you specified your handler was a Code Handler and just wrote the logic for the handler yourself.

In this version it seems to list Code Handlers as obsolete, however I can find no documentation around what is the new preferred approach for this?

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    ๐Ÿ–– Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. ๐Ÿ“Š๐Ÿ“ˆ๐ŸŽ‰

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google โค๏ธ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.