Unity Crafting System List with Multiple Properties - unity3d

This seems like a very basic question, but I can't seem to figure it out. I am trying to make a crafting system in unity. I made an inventory system with an items that are scriptable objects storing the name of the item as a string and amount of the item as an int. To add the crafting system, I am trying to make recipe scriptable objects that hold a list of items, the amount needed per item, and the output item of the recipe. My code for the recipes is as follows:
public class Recipe : ScriptableObject
{
new public string name = "New Recipe";
public List<Item> requiredItems;
public Item outputItem;
}
The problem is that I want to have each item in the list of required items have their own amount which I can set, but I can't seem to get it to work. I can only make it so that there is one amount variable for all the items or I have to make a new list for the amounts of the items, which I don't think is a good idea. Is there any way I can contain both the item and amount in the same list?

I would suggest making a struct that holds the name and amount of the reguired item. To find the referenced item at runtime make a singleton manager and hold references to all items in that manager. This way you overcome the limitation of always getting only one item out of a recipe at the same time as well (e.g. 5 sticks from 1 log).
public struct CraftingItem
{
public string itemName;
public int itemAmount;
}
public class Recipe : ScriptableObject
{
new public string name = "New Recipe";
public List<CraftingItem> requiredItems;
public CraftingItem outputItem;
}

Related

Unity Scriptable Objects issue

I have a list in RoomSO that contains premade ButtonSOs that i created in the editor and dragged and dropped into the list. RoomSO is also premade (made in the editor) Then at runtime i create an instance of a ButtonSO and tried adding it to RoomSO buttons. I look at the RoomSO in the editor and i get "Type mismatch". I can´t understand why?
RoomSO script:
[CreateAssetMenu(fileName = "New Room", menuName = "Rooms/Room")]
public class RoomSO : ScriptableObject
{
public List<ButtonSO> buttons;
public void AddButton()
{
ButtonSO bt = (ButtonSO) ScriptableObject.CreateInstance<ButtonSO>() as ButtonSO;
bt.buttonText = "Hello";
buttons.Add(bt)
}
}
My ButtonSO script:
[CreateAssetMenu(fileName = "New Button", menuName = "Rooms/Button")]
public class ButtonSO : ScriptableObject
{
public string buttonText;
}
You issue isn't really an "issue".
What happens is that usually Unity expects a ScriptableObject asset reference assigned to the fields in the Inspector. Because the actual use-case of ScriptableObject is to have certain exchangeable data/behaviour container assets.
What you are doing is creating instances on runtime. These instances are only stored in the temporary memory since you never actually store them as assets into your project.
You will see the type mismatch in the Inspector, but actually this means there is a valid reference - otherwise it would say either None (ButtonSO) or Missing (ButtonSO), it only won't be saved once the Playmode ends. The later Missing (ButtonSO) you will see after ending the Play Mode since the List<ButtonSO> will still exist, also the items within it - but the according references you created during runtime will be destroyed.
Your runtime code should still work as expected as long as the Play mode is running.
The same happens btw if you assign e.g. a GameObject field within a ScriptableObject with a reference from the Scene during runtime.
In general though: If you create these instances on runtime - why do they need to be ScriptableObjects? You could just use a normal class.

How to deal with deleted event classes in event sourcing

I am trying to implement a pure event sourced service to see where I will get problems. Now I found a problem that I can not solve so far, so I would like to open a discussion about it.
Given the following aggregate:
class User
{
public Guid Id { get; private set; }
public string Name { get; private set; }
public void Apply(UserNameChangedEvent domainEvent)
{
Name = domainEvent.NewName;
}
public void Apply(UserCreatedEvent domainEvent)
{
Name = domainEvent.Name;
Id = domainEvent.Id;
}
}
and those Domain Events
class UserCreatedEvent
{
public string NewName { get; }
public Guid Id { get; }
public UserCreatedEvent(string newName, Guid id)
{
NewName = newName;
Id = id;
}
}
class UserNameChangedEvent
{
public string NewName { get; }
public UserNameChangedEvent(string newName)
{
NewName = newName;
}
}
Lets say I create a user and change its name to "Peter" afterwards, then I have a UserCretedEvent and a UserChangedNameEvent persisted in my EventStore. Now the business says that changing a name is no longer possible and therefore I would remove the class UserChangedNameEvent and the function that handles it. But now I have the problem that I can not recreate the aggregate in its correct state, which would be with the name "Peter".
Of course I could start hacking around and mark the function and class as deprecated, so I could keep using it, but I might end up with a lot of event classes afterwards and this will be a nightmare to keep track of. I also heard you might create a new event that persists the change in the domain, but that also seems very hacky to me and not a very good style, as this is no domain event in my point of view.
So the question is, how do I deal the best with changes like this?
edit: just to clarify: I do not want to delete any event, just the class and the function where I use it, as the requirement is different now.
THE resource for questions related to changes in event schemas is Versioning in an Event Sourced System, by Greg Young.
So the question is, how do I deal the best with changes like this?
It depends on the real problem that you are trying to solve.
If the requirement is that users aren't allowed to change their names in the future, then you take away the logic in the domain model that creates new UserNameChangedEvents, but leave behind the correct processing where the events do appear.
If the requirement is that changes to user names should be ignored, then you also take the Apply(UserNameChanged) handler and turn it into a NoOp, just as you would for any other unrecognized event.
If the requirement is that information about name changes should be destroyed, then you migrate your event store to a new schema, that no longer includes the UserNameChanged event.
It may help to think through how you would solve the problem if you were storing your state in an RDBMS: is it enough to ignore the User Name column? do you need to delete the column? Do you need to (somehow) restore value in a column to a previously written value?
Knowing the problem in a traditional database that is analogous to the problem you want to solve in the event store should help identify the appropriate solution.
Also: pay attention to whether or not your domain model is the system of record for the data that needs changed, or if instead you are caching a representation of information published by a different authority.
Events captured facts about the system. If User name was changed at some point, it is a fact. Future business rule changes cannot affect past facts.
So you should not remove UserNameChanged events, and all associated handlers, events are there, and you should not rewrite past history.
In CQRS app, events are generated by command handlers. So this is a place where you specify business requirements. "Now the business says that changing a name is no longer possible" means that ChangeName command is no longer available: you can simply remove it, or just throw an error saying that you cannot change names anymore.

Ignore play framework form errors at different views

i'd like to know whether I could ignore play standard validation when I want to. For instance, let's imagine I have a Entity called Car just like
#Entity
public class Car{
#Id
private Long id;
#Required
private String model;
#Required
private String hiddenField; //important but doesn't appear in some cases (some usecases)
}
In order to make it clearer, then
Case 1
#(carForm : Form[Car])
#import helper._
#form(routes.controller.foo.bar) {
#inputText(carForm("model"))
<input type="submit">
}
Case 2
#(carForm : Form[Car])
#import helper._
#form(routes.controller.foo.bar) {
#inputText(carForm("model"))
#inputText(carForm("hiddenField"))
<input type="submit">
}
Then I have a Play.data.Form object, and it has errors cause i haven't filled model or the hiddenField that was given as exmple. But, actually, i have some situations that this hidden doesn't even appear (case 1), i mean, there's no input called that, as the user is not allowed to edit it that time. So, if I have two usecases, where at the first, all inputs are there and they are supposed to be filled, but the other one has no 'hiddenField' input, but, altought, it's still required by my model, and, of course, a form submitted without it has error as well, what should I do?. How was I supposed to deal with it? I have one model, but validation may be different in one case to another, and i wanna it to be server side, not jquery nor pure javascript.
I tried to discardErrors through
(Imagine it was submitted from case 1)
MyForm<Car> myCarForm = Form.form(Car.class).bindFromRequest();
//it has errors, sure it does, hiddenField was required and that field didn't even exist at screen.
myCarForm.discardErrors(); //ok, error hashmap is empty right now
myCarForm.get(); // anyway, no value here.
//myCarForm.data(); //for sure i could retrieve field by field and remount object that way, but that looks hacky and hardworking
Then, any solution? Thank u all
I got it reading Play for Java book.
6.4.2 Partial Validation
A common use case is having multiple validation constraints for the same object
model. Because we’re defining our constraint on the object model, it’s normal to have
multiple forms that refer to the same object model. But these forms might have different
validation constraints. To illustrate this use case, we can imagine a simple wizard in
which the user inputs a new product in two steps:
1 The user enters the product name and submits the form.
2 The user enters the product EAN number and the description.
We could validate the product’s name during step 2, but displaying an error message
for the product name at that point would be weird. Fortunately, Play allows you to perform
partial validation. For each annotated value, we need to indicate at which step it
applies. We can do that with the help of the groups attribute from our annotations.
Let’s change our Product model class to do that:
public Product extends Model {
public interface Step1{}
public interface Step2{}
#Required(groups = Step1.class)
public String name;
#Required(groups = Step2.class)
public String ean;
}
Then, at Controller
// We re//strict the validation to the Step1 "group"
Form<Product> productForm =
form(Product.class, Product.Step1.class).bindFromRequest();
Thanks!
Yes you can achieve the solution to this problem. what's happening in this case is every time you map your request to model car it will always look for JPA validations for every property then it looks for validate() method present inside that model, if that method returns null then it doesn't pass any error and perform the normal execution, but if it returns any thing then it maps it to form errors.
You can return error mapping to specific field or you can just return a string that will be considered as a global error.
In your case solution is :
#Entity
public class Car{
#Id
private Long id;
private String model;
private String hiddenField; //important but doesn't appear in some cases (some usecases)
public List<ValidationError> validate() {
List<ValidationError> errors = new ArrayList<ValidationError>();
.
.
.
#Some logic to validate fields#
#if field invalid#
errors.add(new ValidationError("model", "errorMessage"));
.
.
.
return errors.isEmpty() ? null : errors;
}
Note: Just remove the JPA validation and use your logic in validate function to check according to the situation.
Ignores validations, like this:
myCarForm.discardErrors().get();
and does the validation otherwise, Jquery for example.

EntityFramework with Repository Pattern and no Database

I have a web api project that I'm building on an N-Tier system. Without causing too many changes to the overall system, I will not be touching the data server that has access to the database. Instead, I'm using .NET remoting to create a tcp channel that will allow me to send requests to the data server, which will then query the database and send back a response object.
On my application, I would like to use entity framework to create my datacontexts (unit of work), then create a repository pattern that interfaces with those contexts, which will be called by the web api project that I created.
However, I'm having problems with entity framework as it requires me to have a connection with the database. Is there anyway I can create a full entity framework project without any sqlconnections to the database? I just need dbcontexts, which I will be mapping my response objects and I figure that EF would do what I needed (ie help with design, and team collabs, and provide a nice graphical designer); but it throws an error insisting that I need a connection string.
I've been searching high and low for tutorials where a database is not needed, nor any sql connection string (this means no localdb either).
Okay as promised, I have 3 solutions for this. I personally went with #3.
Note: Whenever there is a repository pattern present, and "datacontext" is used, this is interpreted as your UnitOfWork.
Solution 1: Create singletons to represent your datacontext.
http://www.breezejs.com/samples/nodb
I found this idea after going to BreezeJS.com's website and checked out their samples. They have a sample called NoDb, which allows them to create a singleton, which can create an item and a list of items, and a method to populate the datacontext. You create singletons that would lock a space in memory to prevent any kind of thread conflicts. Here is a tid bit of the code:
//generates singleton
public class TodoContext
{
static TodoContext{ }
private TodoContext() { }
public static TodoContext Instance
{
get
{
if (!__instance._initialized)
{
__instance.PopulateWithSampleData();
__instance._initialized = true;
}
return __instance;
}
}
public void PopulateWithSampleData()
{
var newList = new TodoItem { Title = "Before work"};
AddTodoList(newList);
var listId = newList.TodoListId;
var newItem = new TodoItem {
TodoListId = listId, Title = "Make coffee", IsDone = false };
AddTodoItem(newItem);
newItem = new TodoItem {
TodoListId = listId, Title = "Turn heater off", IsDone = false };
AddTodoItem(newItem);
}
//SaveChanges(), SaveTodoList(), AddTodoItem, etc.
{ ... }
private static readonly Object __lock = new Object();
private static readonly TodoContext __instance = new TodoContext();
private bool _initialized;
private readonly List<TodoItem> _todoLists = new List<TodoItem>();
private readonly List<KeyMapping> _keyMappings = new List<KeyMapping>();
}
There's a repository included which directs how to save the context and what needs to be done before the context is saved. It also allows the list of items to be queryable.
Problem I had with this:
I felt like there was higher maintenance when creating new datacontexts. If I have StateContext, CityContext, CountryContext, the overhead of creating them would be too great. I'd have problems trying to wrap my head around relating them to each other as well. Plus I'm not too sure how many people out there who agree with using singletons. I've read articles that we should avoid singletons at all costs. I'm more concerns about anyone who'd be reading this much code.
Solution 2: Override the Seed() for DropCreateDatabaseAlways
http://www.itorian.com/2012/10/entity-frameworks-database-seed-method.html
For this trick, you have to create a class called SampleDatastoreInitializer that inherits from System.Data.Entity.DropCreateDatabaseAlways where T is the datacontext, which has a reference to a collection of your POCO model.
public class State
{
[Key()]
public string Abbr{ get; set; }
public string Name{ get; set; }
}
public class StateContext : DbContext
{
public virtual IDbSet<State> States { get; set; }
}
public class SampleDatastoreInitializer : DropCreateDatabaseAlways<StateContext>
{
protected override void Seed (StateContext context)
{
var states = new List<State>
{
new State { Abbr = "NY", Name = "New York" },
new State { Abbr = "CA", Name = "California" },
new State { Abbr = "AL", Name = "Alabama" },
new State { Abbr = "Tx", Name = "Texas" },
};
states.ForEach(s => context.States.Add(s));
context.SaveChanges();
}
}
This will actually embed the data in a cache, the DropCreateDatabaseAlways means that it will drop the cache and recreate it no matter what. If you use some other means of IDatabaseInitializer, and your model has a unique key, you might get an exception error, where you run it the first time, it works, but run it again and again, it will fail because you're violating the constraints of primary key (since you're adding duplicate rows).
Problem I had with this:
This seems like it should only be used to provide sample data when you're testing the application, not for production level. Plus I'd have to continously create a new initializer for each context, which plays a similar problem noted in solution 1 of maintainability. There is nothing automatic happening here. But if you want a way to inject sample code without hooking up to a database, this is a great solution.
Solution 3: Entity framework with Repository (In-memory persistence)
I got this solution from this website:
http://www.roelvanlisdonk.nl/?p=2827
He first sets up an edmx file, using EF5 and the code generator templates for EF5 dbcontexts you can get from VS extension libraries.
He first uses the edmx to create the contexts and changes the tt templates to bind to the repository class he made, so that the repository will keep track of the datacontext, and provide the options of querying and accessing the data through the repository; in his website though he calls the repository as MemoryPersistenceDbSet.
The templates he modified will be used to create datacontexts that will bind to an interface (IEntity) shared by all. Doing it this way is nice because you are establishing a Dependency Injection, so that you can add any entity you want through the T4 templates, and there'd be no complaints.
Advantage of this solution:
Wrapping up the edmx in repository pattern allows you to leverage the n-tier architecture, so that any changes done to the backend won't affect the front end, and allows you to separate the interface between the front end and backend so there are no coupled dependencies. So maybe later on, I can replace my edmx with petapoco, or massive, or some other ORM, or switch from in-memory persistence to fetching data from a database.
I followed everything exactly as explained. I made one modification though:
In the t4 template for .Context.tt, where DbSetInConstructor is added, I had the code written like this:
public string DbSetInConstructor(EntitySet entitySet)
{
return string.Format(
CultureInfo.InvariantCulture,
“this.{1} = new BaseRepository();”,
_typeMapper.GetTypeName(entitySet.ElementType), entitySet);
}
Because in my case I had the entityset = Persons and entityname = Person. So there’d be discrepancy. But this should cover all bases.
Final step:
So whether you picked solution 1, 2, or 3. You have a method to automatically populate your application. In these cases, the stubs are embedded in the code. In my case, what I've done is have my web server (containing my front end app), contact my data server, have the data server query the database. The data server will receive a dataset, serialize it, and pass it back to the web server. The web server will take that dataset, deserialize it, and auto-map to an object collection (list, or enumberable, or objectcollection, etc).
I would post the solutions more fully but there's way too much detail between all 3 of these solutions. Hopefully these solutions would point anyone in the right direction.
Dependency Injection
If anyone wants some information about how to allow DI to api controllers, Peter Provost provides a very useful blog that explains how to do it. He does a very very good job.
http://www.peterprovost.org/blog/2012/06/19/adding-ninject-to-web-api/
few more helpful links of repository wrapping up edmx:
http://blogs.msdn.com/b/wriju/archive/2013/08/23/using-repository-pattern-in-entity-framework.aspx
http://www.codeproject.com/Articles/688929/Repository-Pattern-and-Unit-of

What happen in DELETE on an entity node of a list in JPA?

Correct me If Im wrong.
public class Person{
List<Cars> myCars;
//Get and Set
}
public class Car{
Here Attribs
}
If Car car is member of myCars, and i delete em.remove(car); it also removes it from the list mycars. SQLed say: does it remove the asociation PERSON_CAR
I am not sure if there are some implementation specific configurations that support what you are trying, but normally if you do em.remove(car), the List<Cars> will not be updated. You either have to remove the Car entity from the list yourself or refresh the person entity after the remove operation is committed.