Movement/Config/MovementDefinitionFactory.cs

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using System.Collections.Generic;
using UnityEngine;
namespace Syntriax.Modules.Movement.Config
{
/// <summary>
/// The Singleton factory responsible for loading and applying <see cref="MovementDefinition"/>s,
/// </summary>
/// <remarks>
/// <para> Looks for the path specified in the variable <see cref="ResourceDirectoryToDefinitions"/></para>
/// <para> The default path is "Resources/Modules/Syntriax/Movement/Definitions/"</para>
/// </remarks>
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public class MovementDefinitionFactory : MonoBehaviour
{
private const string Name = "Movement Definition Factory";
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private const int InitialCapacity = 64;
private const string ResourceDirectoryToDefinitions = "Modules/Syntriax/Movement/Definitions/";
private static MovementDefinitionFactory _instance = null;
public static MovementDefinitionFactory Instance
{
get
{
if (_instance == null)
_instance = new GameObject(Name).AddComponent<MovementDefinitionFactory>();
return _instance;
}
}
private Dictionary<string, MovementDefinition> _definitions = null;
public Dictionary<string, MovementDefinition> Definitions
{
get
{
if (_definitions == null)
Initialize();
return _definitions;
}
}
private void Start()
{
if (_instance == this)
return;
Destroy(this);
}
/// <summary>
/// Initializes the factory, if already initialized reinitializes
/// </summary>
/// <remarks>
/// <para> Automatically loads the definition files specificed path <see cref="ResourceDirectoryToDefinitions"/></para>
/// <para> The default is "Resources/Modules/Syntriax/Movement/Definitions/"</para>
/// </remarks>
public void Initialize()
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{
if (_definitions == null)
_definitions = new Dictionary<string, MovementDefinition>(InitialCapacity);
Reset();
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foreach (TextAsset definitionTextAsset in UnityEngine.Resources.LoadAll<TextAsset>(ResourceDirectoryToDefinitions))
AddToFactoryWithJSON(definitionTextAsset.text);
}
/// <summary>
/// Manually registers a <see cref="MovementDefinition"/> to the factory with a JSON <see cref="string"/>
/// </summary>
/// <param name="definitionJSONText">A <see cref="string"/> of a <see cref="MovementDefinition"/> in JSON</param>
public void AddToFactoryWithJSON(string definitionJSONText)
{
MovementDefinition movementDefinition = JsonUtility.FromJson<MovementDefinition>(definitionJSONText);
AddDefinitionToFactory(movementDefinition);
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}
/// <summary>
/// Clears all the definitions in the factory
/// </summary>
/// <remarks>
/// Does not reinitialize, please call <see cref="Initialize"/> to initialize it back
/// </remarks>
public void Reset() => _definitions?.Clear();
/// <summary>
/// Registers a list of <see cref="MovementDefinition"/>s to the factory
/// </summary>
public void AddDefinitionsToFactory(List<MovementDefinition> movementDefinitions)
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{
foreach (MovementDefinition movementDefinition in movementDefinitions)
AddDefinitionToFactory(movementDefinition);
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}
/// <summary>
/// Registers a single <see cref="MovementDefinition"/> to the factory
/// </summary>
public void AddDefinitionToFactory(MovementDefinition movementDefinition)
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{
if (Definitions.ContainsKey(movementDefinition.Name))
throw new System.ArgumentException($"{movementDefinition.Name} is already in the Movement Definition Factory");
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Definitions.Add(movementDefinition.Name, movementDefinition);
}
/// <summary>
/// Searches for the <see cref="MovementDefinition"/> in the factory and applies it to the <see cref="GameObject"/>
/// </summary>
/// <param name="gameObject"><see cref="GameObject"/> that the <see cref="MovementDefinition"/> will be applied to</param>
/// <param name="definitionName">The registered <see cref="MovementDefinition"/>'s name that will be applied to the provided <see cref="GameObject"/></param>
/// <exception cref="System.ArgumentException">When the provided <see cref="MovementDefinition"/> name is not registered in the factory</exception>
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public void ApplyDefinitionToGameObject(GameObject gameObject, string definitionName)
{
if (!Definitions.ContainsKey(definitionName))
throw new System.ArgumentException($"The definition with name \"{definitionName}\" does not exists in the current {Name}");
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ApplyDefinitionToGameObject(gameObject, Definitions[definitionName]);
}
/// <summary>
/// Applies the provided <see cref="MovementDefinition"/> to the <see cref="GameObject"/>
/// </summary>
/// <param name="gameObject"><see cref="GameObject"/> that the <see cref="MovementDefinition"/> will be applied to</param>
/// <param name="definition">The <see cref="MovementDefinition"/> that will be applied to the provided <see cref="GameObject"/></param>
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public void ApplyDefinitionToGameObject(GameObject gameObject, MovementDefinition definition)
{
foreach (MovementConfig movementConfig in definition.MovementConfigs)
{
IMovement movement = (IMovement)MovementFactory.Instance.AddToGameObject(gameObject, movementConfig.TypeName);
movement.BaseSpeed = movementConfig.BaseSpeed;
}
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if (definition.MonoBehaviours != null)
foreach (string monoBehaviours in definition.MonoBehaviours)
MovementFactory.Instance.AddToGameObject(gameObject, monoBehaviours);
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}
#if UNITY_EDITOR
public void SaveMovementDefinition(MovementDefinition definition)
{
string jsonText = JsonUtility.ToJson(definition, true);
string path = $"Assets/Resources/{ResourceDirectoryToDefinitions}{definition.Name}.json";
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System.IO.File.WriteAllText(path, jsonText);
}
#endif
}
}