![]() Reducers must always follow some specific rules: "Reducer" functions get their name because they're similar to the kind of callback function you pass to the Array.reduce() method. If I create an array, I can change the contents as well: If I create an object, I can change the contents of its fields. JavaScript objects and arrays are all mutable by default. If something is "immutable", it can never be changed. This is the basic idea behind Redux: a single centralized place to contain the global state in your application, and specific patterns to follow when updating that state to make the code predictable. With this, our component tree becomes a big "view", and any component can access the state or trigger actions, no matter where they are in the tree!īy defining and separating the concepts involved in state management and enforcing rules that maintain independence between views and states, we give our code more structure and maintainability. One way to solve this is to extract the shared state from the components, and put it into a centralized location outside the component tree. Sometimes this can be solved by "lifting state up" to parent components, but that doesn't always help. However, the simplicity can break down when we have multiple components that need to share and use the same state, especially if those components are located in different parts of the application. The UI re-renders based on the new state.When something happens (such as a user clicking a button), the state is updated based on what occurred.State describes the condition of the app at a specific point in time.This is a small example of "one-way data flow": The actions, the events that occur in the app based on user input, and trigger updates in the state.The view, a declarative description of the UI based on the current state.The state, the source of truth that drives our app.It is a self-contained app with the following parts: It tracks a number in component state, and increments the number when a button is clicked: Let's start by looking at a small React counter component. Redux Fundamentals, Part 8: Modern Redux with Redux Toolkit, which shows how to convert the low-level examples from earlier sections into modern Redux Toolkit equivalentsīefore we dive into some actual code, let's talk about some of the terms and concepts you'll need to know to use Redux.We recommend that all Redux learners should read the "Essentials" tutorial! The full "Redux Essentials" tutorial, which teaches "how to use Redux, the right way" with Redux Toolkit for real-world apps.See these pages to learn how to use "modern Redux" with Redux Toolkit: It's not meant to be a production-ready project. Let's add a new script ItemList.js and add the following properties: var Item = cc.Note that this tutorial intentionally shows older-style Redux logic patterns that require more code than the "modern Redux" patterns with Redux Toolkit we teach as the right approach for building apps with Redux today, in order to explain the principles and concepts behind Redux. For the simplicity let's define a data class for data structure and input. Custom data classįor most game project, you can get inventory data from game server. If you're not familiar with Cocos Creator's component system, please start with Workflow of script development chapter. ![]() We will introduce how to define a data class and generate those data in Properties panel. Icon id, we can put up a icon id to spriteFrame reference dictionary or array. ![]() Let's take an inventory interface as example, we need following data structure to generate an item dynamically: We'll need dynamically generated UI elements with data, such as character selection, inventory and level selection. We can build and edit static UI interfaces with Scene panel easily, but in real world game project it's not enough. Resource management considerations - meta filesĬreate a list of dynamically generated content ![]() V2.4 Custom Project Build Process Upgrade GuideĪ short tutorial to install python on MacOS
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