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charslaw/Playdux-Unity

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Playdux Logo Playdux

Playdux is a unidirectional state container (a la Redux) intended for use in Unity 3D. It is definitely WIP at the moment, however the basic Redux-like functionality is there.

Dependencies

Playdux depends on UniRx by neuecc (https://github.com/neuecc/UniRx).

Usage

For more extensive usage examples, visit the example projects repo.

The Store class is the center of Playdux. It currently has the following functionality:

Creation

When creating a Store, you must specify the type of the root of your state hierarchy, an initial value for your state hierarchy, and a root reducer:

MyStateRoot RootReducer(MyStateRoot state, IAction action)
{
    // perform some transformation
    return newState;
}

// ...

MyStateRoot initialState = new MyStateRoot( /* state initialization params */ );
Store<MyStateRoot> myStore = new Store<MyStateRoot>(initialState, RootReducer);

Dispatching

After your store has been created, you can dispatch actions to it using Store.Dispatch:

myStore.Dispatch(new MyAction( /* action params */ ));

Dispatch will subsequently pass the action to the root reducer provided at creation, set the new state, and notify observers.

Getting the State

You can use the Store.State property to get the current state at any time. You can also get a particular segment of the state using Select, which allows you to pass a selector function which will get the particular piece of state you are interested in from the root state object:

var justTheName = myStore.Select(state => state.Person.Name);

You can also get an IObservable of which will emit changes to the state. This is done using State.ObservableFor, which also takes a selector function, similar to Store.State:

myStore.ObservableFor(state => state.Person.Name).Subscribe(name => Debug.Log($"Name changed to {name}!"))

This example uses reactive extensions (UniRx) to subscribe to the resulting IObservable with a lambda.

ObservableFor has an additional optional parameter, notifyImmediately. If this parameter is true, the returned IObservable will emit the current state as soon as it is subscribed. If it is false, the observable will emit the next time that segment of state has changed.

Future Feature Additions

  • Add useful example projects. These will likely be in a different repo. (issue #4)
  • Add SideEffectors. SideEffectors are intended to be Playdux's corollary to Redux's Middlewares or ngrx's Effects. They react to actions to accomplish side effects, whereas reducers cannot accomplish side effects. (issue #3)
  • Playdux devtools. I want to add Redux-like devtools in the Unity Editor to allow for time-travel debugging, etc. (issue #5)