ActuatorDigital / ActuatorDigital/Fluxity

Need for support for purely observable self-updating state

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主要語言
C#
星號
4
分支
1
PR 合併指標
30 天內沒有已合併 PR

描述

## 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.

貢獻指南

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研究方向

Start by reading the existing Feature paradigm and the state lifecycle around each tick. Compare the player input snapshot and timer examples, then define what a self-updating state object must do and how completion will be verified, since the issue currently names no files or tests.

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評估

技術堆疊
csharp, unity
領域
game-dev
Issue 類型
功能
難度
5/5
預估耗時
一週以上
活躍度
停滯
描述清晰度
需要釐清
新手友好度
25/100

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