update input handling section
continuous-integration/drone/push Build is passing Details

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Evan Hemsley 2020-07-20 13:33:47 -07:00
parent b042e7e5a6
commit d07f99f303
1 changed files with 1 additions and 1 deletions

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@ -37,7 +37,7 @@ Uh oh. **SendMessage** emits a message, as the name suggests, and we can use it
At this point, you might be tempted to attach our paddle entity as a property on InputEngine. This would be a *terrible mistake*. We *absolutely never* want to have our game state directly attached to the state of an Engine. At this point, you might be tempted to attach our paddle entity as a property on InputEngine. This would be a *terrible mistake*. We *absolutely never* want to have our game state directly attached to the state of an Engine.
What we want instead is to have a component that the InputEngine can use to look up the appropriate entity. This is a concept I refer to as *tagging*. Essentially, we use a Component to designate that an Entity is a certain kind of object that we want to be able to reference. What we want instead is to have a component that the InputEngine can use to look up the appropriate entity. Essentially, we use a Component to designate that an Entity is a certain kind of object that we want to be able to reference.
Create a file: **PongFE/Components/PlayerInputComponent.cs** Create a file: **PongFE/Components/PlayerInputComponent.cs**