(no title)
ncake | 4 years ago
Stateful way: your Inventory Manager component iterates through its private array of item entities to mark their model components as shown or hidden, then calls the dependency injected character's avatar component to update its animation state.
Stateless way: you flip an integer in character's struct, and the rendering function does something different.
chmod775|4 years ago
The latter is an anti-pattern, and you can do either with ECS.
With ECS nothing prevents you from just having the "physical" game state as the single source of truth, and having the render function for the player inventories look at it.
jazzfool|4 years ago
ShrigmaMale|4 years ago