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1 | 1 | <article> |
2 | 2 | <h1>Ecsact Runner</h1> |
| 3 | + <p> |
| 4 | + The Ecsact Runner is a UObject that is automatically created when your game |
| 5 | + starts that executes your Ecsact systems. The Ecsact Unreal plugin comes |
| 6 | + with 2 runner classes. |
| 7 | + <a [routerLink]="[]" fragment="sync-runner" |
| 8 | + ><code>UEcsactSyncRunner</code></a |
| 9 | + > |
| 10 | + and |
| 11 | + <a [routerLink]="[]" fragment="async-runner" |
| 12 | + ><code>UEcsactAsyncRunner</code></a |
| 13 | + >. As the names imply one is synchronous and the other is asynchronous. |
| 14 | + Alternatively you may create a |
| 15 | + <a [routerLink]="[]" fragment="custom-runner">custom runner</a> or |
| 16 | + <a [routerLink]="[]" fragment="no-runner">no runner</a> |
| 17 | + at all. Keep reading to understand the differences between the different |
| 18 | + runners. |
| 19 | + </p> |
| 20 | + <p> |
| 21 | + By the default the Ecsact Unreal plugin is configured to automatically |
| 22 | + choose between the two depending on which Runtime API functions are |
| 23 | + available. |
| 24 | + </p> |
| 25 | + |
| 26 | + <section> |
| 27 | + <h2 id="execution">Execution</h2> |
| 28 | + <p> |
| 29 | + Each runner implementation handles execution differently, but the API is |
| 30 | + the same. |
| 31 | + </p> |
| 32 | + <h3 id="execution-push-action">Executing Ecsact Actions</h3> |
| 33 | + <p> |
| 34 | + Executing an <a routerLink="/docs/lang" fragment="actions">action</a> is |
| 35 | + as simple as calling <code>PushAction</code> on your runner instance. This |
| 36 | + can be done anywhere on the game thread and the runner implementation will |
| 37 | + queue up the action as soon as possible. Make sure you include your |
| 38 | + <a routerLink="/start/unreal/codegen">code generated</a> Ecsact C++ |
| 39 | + header. |
| 40 | + </p> |
| 41 | + |
| 42 | + <code-block-variation class="m-0 rounded-md mt-3"> |
| 43 | + <pre |
| 44 | + codeBlockVariationOption |
| 45 | + optionTitle="C++"><code prism language="cpp"> |
| 46 | + #include "CoolCharacter.h" |
| 47 | + #include "EcsactUnreal/EcsactExecution.h" // for accessing EcsactUnrealExecution::Runner |
| 48 | + #include "Example.ecsact.hh" // generated from Ecsact.ecsact file |
| 49 | + |
| 50 | + void ACoolCharacter::DoCoolAction(const FInputActionValue{{'&'}} Value) {{'{'}} |
| 51 | + UEcsactRunner* Runner = EcsactUnrealExecution::Runner(GetWorld()).Get(); |
| 52 | + Runner->PushAction(example::CoolAction{{'{'}}.power = 10.f{{'}'}}); |
| 53 | + {{'}'}} |
| 54 | + </code></pre> |
| 55 | + </code-block-variation> |
| 56 | + |
| 57 | + <h3 id="execution-entity">Create & Destroy Entities</h3> |
| 58 | + <p> |
| 59 | + While its not often that you should need to create and destroy entities |
| 60 | + there are times it is necessary. The runner execution has two functions |
| 61 | + for easily creating and destroying entities. <code>CreateEntity</code> and |
| 62 | + <code>DestroyEntity</code>. |
| 63 | + </p> |
| 64 | + <code-block-variation class="m-0 rounded-md mt-3"> |
| 65 | + <pre |
| 66 | + codeBlockVariationOption |
| 67 | + optionTitle="C++"><code prism language="cpp"> |
| 68 | + #include "CoolCharacter.h" |
| 69 | + #include "EcsactUnreal/EcsactExecution.h" // for accessing EcsactUnrealExecution::Runner |
| 70 | + #include "ecsact/runtime/common.h" // for ECSACT_INVALID_ID |
| 71 | + #include "Example.ecsact.hh" // generated from Ecsact.ecsact file |
| 72 | + |
| 73 | + ACoolCharacter::ACoolCharacter() {{'{'}} |
| 74 | + // Set initial value to an invalid ID |
| 75 | + // Will be created later in CreatePlayerEntity() |
| 76 | + PlayerEntity = ECSACT_INVALID_ID(entity); |
| 77 | + {{'}'}} |
| 78 | + |
| 79 | + void ACoolCharacter::CreatePlayerEntity() {{'{'}} |
| 80 | + UEcsactRunner* Runner = EcsactUnrealExecution::Runner(GetWorld()).Get(); |
| 81 | + |
| 82 | + // Assign the entity ID for later |
| 83 | + PlayerEntity = Runner->CreateEntity() |
| 84 | + .AddComponent(example::Position{{'{}'}}) |
| 85 | + .AddComponent(example::Player{{'{}'}}); |
| 86 | + {{'}'}} |
| 87 | + |
| 88 | + void ACoolCharacter::DestroyPlayerEntity() {{'{'}} |
| 89 | + UEcsactRunner* Runner = EcsactUnrealExecution::Runner(GetWorld()).Get(); |
| 90 | + Runner->DestroyEntity(PlayerEntity); |
| 91 | + PlayerEntity = ECSACT_INVALID_ID(entity); |
| 92 | + {{'}'}} |
| 93 | + </code></pre> |
| 94 | + </code-block-variation> |
| 95 | + |
| 96 | + <h3 id="execution-add-component">Manipulating Components</h3> |
| 97 | + <p> |
| 98 | + Sometimes (but rarely) you'll even need to manipulate some components. |
| 99 | + Even though we recommend you use systems to read and write to components |
| 100 | + we have methods for conveniently doing so without. |
| 101 | + </p> |
| 102 | + |
| 103 | + <code-block-variation class="m-0 rounded-md mt-3"> |
| 104 | + <pre |
| 105 | + codeBlockVariationOption |
| 106 | + optionTitle="C++"><code prism language="cpp"> |
| 107 | + #include "CoolCharacter.h" |
| 108 | + #include "EcsactUnreal/EcsactExecution.h" // for accessing EcsactUnrealExecution::Runner |
| 109 | + #include "Example.ecsact.hh" // generated from Ecsact.ecsact file |
| 110 | + |
| 111 | + void ACoolCharacter::ColorizeMe() {{'{'}} |
| 112 | + UEcsactRunner* Runner = EcsactUnrealExecution::Runner(GetWorld()).Get(); |
| 113 | + // Add the 'Color' component to me! |
| 114 | + // NOTE: this is considered an error if the entity already has this component |
| 115 | + // NOTE: prefer adding components in a system! |
| 116 | + Runner->AddCompnent(PlayerEntity, example::Color{{'{'}}.r = 1.0f, .g = 0.0f, .b = 0.0f{{'}'}}); |
| 117 | + {{'}'}} |
| 118 | + |
| 119 | + void ACoolCharacter::DecolorizeMe() {{'{'}} |
| 120 | + UEcsactRunner* Runner = EcsactUnrealExecution::Runner(GetWorld()).Get(); |
| 121 | + // Remove the 'Color' component! |
| 122 | + // NOTE: this is considered an error if the entity does not have this component |
| 123 | + // NOTE: prefer removing components in a system! |
| 124 | + Runner->RemoveComponent<example::Color>(PlayerEntity); |
| 125 | + {{'}'}} |
| 126 | + |
| 127 | + void ACoolCharacter::MakeMeBlue() {{'{'}} |
| 128 | + UEcsactRunner* Runner = EcsactUnrealExecution::Runner(GetWorld()).Get(); |
| 129 | + // NOTE: this is considered an error if the entity does not have this component |
| 130 | + // NOTE: prefer updating components in a system! |
| 131 | + Runner->UpdateComponent(PlayerEntity, example::Color{{'{'}}.r = 0.0f, .g = 0.0f, .b = 1.0f{{'}'}}); |
| 132 | + {{'}'}} |
| 133 | + </code></pre> |
| 134 | + </code-block-variation> |
| 135 | + </section> |
| 136 | + |
| 137 | + <section> |
| 138 | + <h2 id="sync-runner">Synchronous Runner</h2> |
| 139 | + <p> |
| 140 | + The <code>USyncRunner</code> runs |
| 141 | + <code>ecsact_execute_systems</code> every tick. Meaning that every tick |
| 142 | + your Ecsact systems will execute. If you derive from this class make sure |
| 143 | + you're calling <code>Super::Tick</code> or none of your |
| 144 | + <a routerLink="/start/unreal/subsystems">runner subsystems</a> will fire |
| 145 | + any Ecsact events. Your |
| 146 | + <a routerLink="/start/unreal/runtime" fragment="building-the-runtime" |
| 147 | + >Ecsact Runtime</a |
| 148 | + > |
| 149 | + must built to support the |
| 150 | + <a routerLink="/docs/runtime" fragment="core">core module</a> at least |
| 151 | + partially for this runner to work. No other module is required for this |
| 152 | + runner to work. |
| 153 | + </p> |
| 154 | + <p> |
| 155 | + All of the |
| 156 | + <a [routerLink]="[]" fragment="execution">runner execution methods</a> are |
| 157 | + added to an internal execution options list and will be passed to |
| 158 | + <code>ecsact_execute_systems</code> on the next tick. |
| 159 | + </p> |
| 160 | + </section> |
| 161 | + |
| 162 | + <section> |
| 163 | + <h2 id="async-runner">Asynchronous Runner</h2> |
| 164 | + <p> |
| 165 | + The <code>USyncRunner</code> runs |
| 166 | + <code>ecsact_async_flush_events</code> every tick. Meaning that all |
| 167 | + component events that have happened in the background will trigger every |
| 168 | + tick. If you derive from this class make sure you're calling |
| 169 | + <code>Super::Tick</code> or none of your |
| 170 | + <a routerLink="/start/unreal/subsystems">runner subsystems</a> will fire |
| 171 | + any Ecsact events. Your |
| 172 | + <a routerLink="/start/unreal/runtime" fragment="building-the-runtime" |
| 173 | + >Ecsact Runtime</a |
| 174 | + > |
| 175 | + must built to support the |
| 176 | + <a routerLink="/docs/runtime" fragment="async">async module</a> at least |
| 177 | + partially for this runner to work. No other module is required for this |
| 178 | + runner to work. |
| 179 | + </p> |
| 180 | + <p> |
| 181 | + All of the |
| 182 | + <a [routerLink]="[]" fragment="execution">runner execution methods</a> use |
| 183 | + the <code>ecsact_async_enqueue_execution_options</code> method under the |
| 184 | + hood making all execution options queued up asynchronous instantly. |
| 185 | + </p> |
| 186 | + </section> |
| 187 | + |
| 188 | + <section> |
| 189 | + <h2 id="custom-runner">Make your own Runner</h2> |
| 190 | + <p> |
| 191 | + Making your own runner can be the perfect way to control |
| 192 | + <em>ecsactly</em> how your Ecsact execution works. However, it's a bit of |
| 193 | + an under taking. Sometimes when you find yourself wanting to create a |
| 194 | + custom runner you really just want to |
| 195 | + <a [routerLink]="[]" fragment="control-runner-start" |
| 196 | + >control when your runner starts</a |
| 197 | + > |
| 198 | + instead. |
| 199 | + </p> |
| 200 | + |
| 201 | + <p> |
| 202 | + If you're still interested in creating your own runner then we recommend |
| 203 | + carefully studying the <code>UEcsactSyncRunner</code> or |
| 204 | + <code>UEcsactAsyncRunner</code> |
| 205 | + <a href="https://github.com/ecsact-dev/ecsact_unreal">source code</a>. |
| 206 | + Sometimes simplying deriving from one of the two is good enough. |
| 207 | + </p> |
| 208 | + <p> |
| 209 | + After you've created your Ecsact runner you can assign the |
| 210 | + <code>Custom Runner Class</code> in the Ecsact Unreal plugin settings. If |
| 211 | + you'd prefer to start it manually then set it to <code>None</code> and |
| 212 | + follow the |
| 213 | + <a [routerLink]="[]" fragment="control-runner-start">instructions below</a |
| 214 | + >. |
| 215 | + </p> |
| 216 | + |
| 217 | + <h3 id="control-runner-start">Control when your runner starts</h3> |
| 218 | + <div class="flex flex-col items-center"> |
| 219 | + <p> |
| 220 | + If you don't like that your Ecsact runner starts right away and want to |
| 221 | + choose when it starts then you came to the right place. Go to |
| 222 | + <code>Edit Project Settings Plugins Ecsact</code> and set your Runner as |
| 223 | + <code>Custom</code> and the Custom Runner Class to <code>None</code>. |
| 224 | + </p> |
| 225 | + <div> |
| 226 | + <a href="/assets/unreal/unreal-custom-runner-01.png"> |
| 227 | + <img |
| 228 | + class="rounded-lg shadow-lg" |
| 229 | + src="/assets/unreal/unreal-custom-runner-01.png" /> |
| 230 | + </a> |
| 231 | + </div> |
| 232 | + </div> |
| 233 | + <p> |
| 234 | + Now when your game starts nothing will happen. Fortunately this can be |
| 235 | + remedied with the by calling <code>StartCustomRunner</code> in the Ecsact |
| 236 | + game instance subsystem. |
| 237 | + </p> |
| 238 | + <code-block-variation class="m-0 rounded-md mt-3"> |
| 239 | + <pre |
| 240 | + codeBlockVariationOption |
| 241 | + optionTitle="C++"><code prism language="cpp"> |
| 242 | + auto* EcsactGameInstanceSubsystem = GetWorld()->GetGameInstance()->GetSubsystem<UEcsactGameInstanceSubsystem>(); |
| 243 | + // NOTE: you can pass int a built-in runner _OR_ your own custom runner |
| 244 | + EcsactGameInstanceSubsystem->StartCustomRunner<UEcsactSyncRunner>(); |
| 245 | + </code></pre> |
| 246 | + </code-block-variation> |
| 247 | + <p>Afterwards your runner should be running!</p> |
| 248 | + </section> |
| 249 | + |
| 250 | + <section> |
| 251 | + <h2 id="no-runner">Using no runner</h2> |
| 252 | + <p> |
| 253 | + Choosing to use no runner disables a lot of the Ecsact Unreal plugin |
| 254 | + functionality. Consider using a |
| 255 | + <a [routerLink]="[]" fragment="custom-runner">custom runner</a> and |
| 256 | + <a [routerLink]="[]" fragment="control-runner-start" |
| 257 | + >manually controlling when it starts</a |
| 258 | + > |
| 259 | + instead. |
| 260 | + </p> |
| 261 | + </section> |
3 | 262 | </article> |
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