ActuatorDigital / ActuatorDigital/Fluxity
Need for support for purely observable self-updating state
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- C#
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Descripción
## Describe the task
We continue running into the case of needing in state objects which are self-updating. Having these by the existing Feature paradigm means that they are effectively invalid on tick.
Examples:
- Player input snapshot; having one source of truth that can be accessed as state for current player input is highly useful, but as Feature would require dispatch/invalidation per frame
- Timers being held in state; countdowns and the like are useful to keep in state for cross-system synchronisation, but again would either require per-frame dispatch or per-frame invalidation of state
## Completed When
- [ ] A method of handling such cases is developed.
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