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Should err when a class implements both IExecuteSystem and IReactiveSystem

See original GitHub issue

Follow up to: https://twitter.com/entitas_csharp/status/772829525734461440 I think I am ok with the current situation, where if you implement both IReactiveSystem and IExecuteSystem on the same class, the execute won’t work.
But I think when you Generate or at least at runtime, there should be an error that says hey don’t spend two hours debugging, you’ve made a mistake.
Also it helps if this is mentioned as a comment in the code or in the docs or something.
Thanks again for Entitas, is not said enough.

Issue Analytics

  • State:closed
  • Created 7 years ago
  • Comments:6 (4 by maintainers)

github_iconTop GitHub Comments

1reaction
alimoeenycommented, Sep 5, 2016

Lovely. I think, from my point of view, I’d rather have a framework that prescribes a certain way of doing things, and when I need to stray from that it also let’s me do my thing. Too much flexibility is prohibitive for beginners, and people with limited development experience, which I’d say are a large percentage of Unity developers. Absolutely no offense meant. You guys are in the top 0.1% of unity developers I believe and shouldn’t compare yourself with the actual users of Entitas 😃

1reaction
sschmidcommented, Sep 5, 2016

I was thinking of adding some kind of logging support for Entitas, so I save this to my list. I could log a warning or info if you’re implementing both

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