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Families are managed by the engine, you shouldnt have to add or remove nodes external from the engne. You add or remove nodes to a family by adding or removing components from an entity and thus altering whether it matches that family or not.You shouldnt have to ever implement IFamily. What is your use case?Mike
On 22 January 2017 at 11:32, Bryan Bozzi <bryan...@gmail.com> wrote:
Hey there,I'm trying to implement IFamily but it's pretty difficult since the add and remove on NodeList are internal. What am I missing here?Thanks,Bryan
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Families are managed by the engine, you shouldnt have to add or remove nodes external from the engne. You add or remove nodes to a family by adding or removing components from an entity and thus altering whether it matches that family or not.You shouldnt have to ever implement IFamily. What is your use case?Mike
On 22 January 2017 at 11:32, Bryan Bozzi <bryan...@gmail.com> wrote:
Hey there,I'm trying to implement IFamily but it's pretty difficult since the add and remove on NodeList are internal. What am I missing here?Thanks,Bryan
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Perhaps I'm still thinking a little to object oriented.
So if your player is on fire you can leverage Ash to add/remove FireParticleComponent plus a number of other types if you wanted.
This approach would work of course, but I will need to add functionality to easily add and remove particles from the ParticleEmitterComponent. This functionality is the kind of thing that I was hoping to leverage Ash for.
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