Instead of particles, say you have simply a 2D animation, i.e. an explosion, or those boosts like effects applied to a character when its stats raised, for example (there may be particles playing together or at the end of the animation).
I dont see those as particles, theyre just temporary 2D animations but I feel they should be treated just like..Not sure. How do you deal with those?
Are each of those a game entity that is created and destroyed after its animation is over?(this is easier I believe, they do feel like independent events spawned by other entities)
Or treat like particles, the component is an emitter that controls a bunch of 2d sprite animations pre configured?
Or the object that creates those have a component for each animation (2dAnimationComponent), and then it plays/activates and stop/deactivates it as need?
I dont know how to deal with it.