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README.md

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**Assets:** The [Controller](#controllers) allows the use of the Asset attribute on properties to automatically assign the values of referenced Assets. Assets can be assigned on the [Controller](#controllers) instance in your Scene. When assigning using the empty contructor, the property's name will be used for searching the Asset, to find an Asset by it's name, use the string overload. All types of UnityEngine's Object can be used in these fields. These properties are assigned during the OnInitialize cycle and are available for use at the OnInitialized cycle. When an asset is not found, an error is thrown.
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```csharp
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public class MainController : Controller {
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[Asset] private GameObject playerPrefab;
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[Asset ("ShopDialog")] private NpcDialog npcDialog;
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}
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```
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**Notes:** While it is recommended to move as much logic into [Services](#services) and [Systems](#systems), it is possible to let your [Controller](#controllers) house any functionality. If you use the [Controller](#controllers) for this purpose, try to keep it down to only Application wide and core functionality.
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### Components
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**Introduction:** [Components](#components) are responsible for housing the data of your entities and should consist of nothing more than that. All properties should be public and will be accessible to all systems and controllers. [Components](#components) should be added to your entities in the Scene, an entity is not limited to one [Components](#components) and can hold as many as needed.
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```csharp
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public class MovementComponent : System<MovementComponent, MovementSystem> { }
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```
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_This secection of the documentation is in process!_
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### Systems
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**Introduction:** The [Systems](#systems) are responsible for controlling all of your Entity [Components](#components) and are the closest you'll get of what you're used to when working with MonoBehaviours. The entire life cycles of your entities are managed in here.
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```csharp
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public class MovementSystem : System<MovementSystem, MovementComponent> { }
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```
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### Services
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**Introduction:**
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```csharp
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public class AudioService : Service<AudioService> { }
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```
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_This secection of the documentation is in process!_

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