refactor: Engine.Core ICamera Removal
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Engine
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Engine
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@ -1 +1 @@
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Subproject commit d7d53e467a9fe118c8ec9e93ee97a3bd64b1208e
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Subproject commit 4000e761a7827bb76d657b10a3341248b90b0aa5
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@ -8,13 +8,13 @@ using Syntriax.Engine.Core.Abstract;
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namespace Pong.Behaviours;
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public class MonoGameCameraBehaviour : BehaviourOverride, ICamera
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public class MonoGameCameraBehaviour : BehaviourOverride
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{
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public Action<ICamera>? OnPositionChanged { get; set; } = null;
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public Action<ICamera>? OnMatrixTransformChanged { get; set; } = null;
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public Action<ICamera>? OnViewportChanged { get; set; } = null;
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public Action<ICamera>? OnRotationChanged { get; set; } = null;
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public Action<ICamera>? OnZoomChanged { get; set; } = null;
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public Action<MonoGameCameraBehaviour>? OnPositionChanged { get; set; } = null;
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public Action<MonoGameCameraBehaviour>? OnMatrixTransformChanged { get; set; } = null;
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public Action<MonoGameCameraBehaviour>? OnViewportChanged { get; set; } = null;
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public Action<MonoGameCameraBehaviour>? OnRotationChanged { get; set; } = null;
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public Action<MonoGameCameraBehaviour>? OnZoomChanged { get; set; } = null;
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private Matrix _matrixTransform = Matrix.Identity;
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@ -74,11 +74,8 @@ public class MonoGameCameraBehaviour : BehaviourOverride, ICamera
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get => Transform.Rotation;
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set => Transform.Rotation = value;
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}
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public Action<IAssignableTransform>? OnTransformAssigned { get => throw new NotImplementedException(); set => throw new NotImplementedException(); }
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ITransform IAssignableTransform.Transform => throw new NotImplementedException();
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public void Update()
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protected override void OnPreDraw()
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{
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MatrixTransform =
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Matrix.CreateTranslation(new Vector3(-Position.X, Position.Y, 0f)) *
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@ -101,6 +98,4 @@ public class MonoGameCameraBehaviour : BehaviourOverride, ICamera
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private void OnTransformRotationChanged(ITransform _) => OnRotationChanged?.Invoke(this);
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private void OnTransformPositionChanged(ITransform _) => OnPositionChanged?.Invoke(this);
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public bool Assign(ITransform transform) => GameObject.Assign(transform);
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}
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@ -68,7 +68,6 @@ public class Game1 : Game
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cameraBehaviour = gameObjectCamera.BehaviourController.AddBehaviour<MonoGameCameraBehaviour>();
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cameraBehaviour.Viewport = GraphicsDevice.Viewport;
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gameManager.Camera = cameraBehaviour;
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////////////////////////////////////////////////////////////////////////////////////
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@ -243,7 +242,6 @@ public class Game1 : Game
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// TODO: Add your drawing code here
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gameManager.PreDraw();
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gameManager.Camera.Update();
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_spriteBatch.Begin(SpriteSortMode.Deferred, transformMatrix: cameraBehaviour.MatrixTransform);
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foreach (IGameObject gameObject in gameManager)
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