Minor improvement in Accessor to facilitate debugging
InitEntity schema
InitEntityProcessor added. It just produces an EffectsComponent.
EffectsComponents has been modified to support arguments. That may be useful not only for initialization, but for other cases. Also, it was the simplest and probably most efficient way of implementing entity initialization.
Adding support in EntitiesLoader for entity initialization
bindings and DefaultEngineInitializer (can be skipped)
Test added
Minor fix in ChangeEntityPropertyExecutor
InitEntity transformed to Script.
ScriptCall effect added
EffectsSystem modified to make special processing of ScriptCall, instead of using an ScriptCallExecutor. There was no way of getting this done with an executor, unless the executor received a pointer to the EffectsSystem for further iteration (take into account executor receives the Entity target, not the Entity owner)
Less relevant stuff (reverting EntitiesLoader and EffectsComponent, adapting test, etc.)
Minor fix in debug output produced by EffectsSystem
CoolDemo updated. Help the chameleon get unnoticed by changing its alpha value! Two buttons control chameleon's alpha by using the same script (although copy&pasted) with different input args (+0.05 and -0.05 respectively)
Minor fix in EffectsSystem so _target is available to the effect being executed
Fixes after rebase
Fixing bindings after rebase
Fixing format. I did not edit those. Who owes a beer?
Unused delta removed
e -> effect
Added scriptCallExecutor
Renamed EffectExecutor.execute(Entity owner, Effect effect) => EffectExecutor.execute(Entity target, Effect effect). It was misleading