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When putting a scene together, there will be many times an Entity may want to cause another Entity to run specific logic.
For example, a Trigger Entity causing a PointLight Entity to flicker when entering it. We only need this to occur in a singular scene so manually calling flicker logic from Trigger.OnEnter() has many downsides similar to the ones discussed in #12.
Proposed Solution
This proposal suggests using the event system proposed in #12 to implement Entity events with connections that live in the Scene definition. The scene holds event connection definitions that it connects at runtime.
Note
This issue relates heavily to #12.
Topic of Discussion
When putting a scene together, there will be many times an Entity may want to cause another Entity to run specific logic.
For example, a
TriggerEntity causing aPointLightEntity to flicker when entering it. We only need this to occur in a singular scene so manually calling flicker logic fromTrigger.OnEnter()has many downsides similar to the ones discussed in #12.Proposed Solution
This proposal suggests using the event system proposed in #12 to implement Entity events with connections that live in the
Scenedefinition. The scene holds event connection definitions that it connects at runtime.