Factory Submodule Added
This commit is contained in:
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03499d4692
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@ -4,3 +4,6 @@
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[submodule "Trigger"]
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[submodule "Trigger"]
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path = Trigger
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path = Trigger
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url = git@git.syntriax.com:Syntriax/Trigger.git
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url = git@git.syntriax.com:Syntriax/Trigger.git
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[submodule "Factory"]
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path = Factory
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url = git@git.syntriax.com:Syntriax/Factory.git
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@ -1,4 +1,5 @@
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using System.Collections.Generic;
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using System.Collections.Generic;
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using Syntriax.Modules.Factory;
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using UnityEngine;
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using UnityEngine;
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namespace Syntriax.Modules.Movement.Config
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namespace Syntriax.Modules.Movement.Config
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@ -10,29 +11,11 @@ namespace Syntriax.Modules.Movement.Config
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/// <para> Looks for the path specified in the variable <see cref="ResourceDirectoryToDefinitions"/></para>
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/// <para> Looks for the path specified in the variable <see cref="ResourceDirectoryToDefinitions"/></para>
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/// <para> The default path is "Resources/Modules/Syntriax/Movement/Definitions/"</para>
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/// <para> The default path is "Resources/Modules/Syntriax/Movement/Definitions/"</para>
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/// </remarks>
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/// </remarks>
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public class MovementDefinitionFactory : MonoBehaviour
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public class MovementDefinitionFactory : FactoryBase
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{
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{
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internal const string Name = "Movement Definition Factory";
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internal const int InitialCapacity = 64;
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internal const int InitialCapacity = 64;
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internal const string ResourceDirectoryToDefinitions = "Modules/Syntriax/Movement/Definitions/";
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internal const string ResourceDirectoryToDefinitions = "Modules/Syntriax/Movement/Definitions/";
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private static MovementDefinitionFactory _instance = null;
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public static MovementDefinitionFactory Instance
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{
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get
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{
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if (_instance == null)
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{
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GameObject factoriesGO = GameObject.Find("Factories") ?? new GameObject("Factories");
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_instance = new GameObject(Name).AddComponent<MovementDefinitionFactory>();
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_instance.transform.SetParent(factoriesGO.transform);
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DontDestroyOnLoad(factoriesGO);
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}
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return _instance;
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}
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}
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private Dictionary<string, MovementDefinition> _definitions = null;
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private Dictionary<string, MovementDefinition> _definitions = null;
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public Dictionary<string, MovementDefinition> Definitions
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public Dictionary<string, MovementDefinition> Definitions
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{
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{
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@ -47,7 +30,7 @@ namespace Syntriax.Modules.Movement.Config
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private void Start()
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private void Start()
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{
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{
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if (_instance == this)
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if (FactorySingleton<MovementDefinitionFactory>.Instance == this)
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return;
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return;
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Destroy(this);
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Destroy(this);
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@ -60,7 +43,7 @@ namespace Syntriax.Modules.Movement.Config
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/// <para> Automatically loads the definition files specificed path <see cref="ResourceDirectoryToDefinitions"/></para>
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/// <para> Automatically loads the definition files specificed path <see cref="ResourceDirectoryToDefinitions"/></para>
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/// <para> The default is "Resources/Modules/Syntriax/Movement/Definitions/"</para>
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/// <para> The default is "Resources/Modules/Syntriax/Movement/Definitions/"</para>
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/// </remarks>
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/// </remarks>
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public void Initialize()
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public override void Initialize()
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{
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{
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if (_definitions == null)
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if (_definitions == null)
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_definitions = new Dictionary<string, MovementDefinition>(InitialCapacity);
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_definitions = new Dictionary<string, MovementDefinition>(InitialCapacity);
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@ -87,7 +70,7 @@ namespace Syntriax.Modules.Movement.Config
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/// <remarks>
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/// <remarks>
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/// Does not reinitialize, please call <see cref="Initialize"/> to initialize it back
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/// Does not reinitialize, please call <see cref="Initialize"/> to initialize it back
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/// </remarks>
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/// </remarks>
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public void Reset() => _definitions?.Clear();
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public override void Reset() => _definitions?.Clear();
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/// <summary>
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/// <summary>
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/// Registers a list of <see cref="MovementDefinition"/>s to the factory
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/// Registers a list of <see cref="MovementDefinition"/>s to the factory
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@ -118,7 +101,7 @@ namespace Syntriax.Modules.Movement.Config
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public void ApplyDefinitionToGameObject(GameObject gameObject, string definitionName)
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public void ApplyDefinitionToGameObject(GameObject gameObject, string definitionName)
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{
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{
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if (!Definitions.ContainsKey(definitionName))
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if (!Definitions.ContainsKey(definitionName))
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throw new System.ArgumentException($"The definition with name \"{definitionName}\" does not exists in the current {Name}");
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throw new System.ArgumentException($"The definition with name \"{definitionName}\" does not exists in the current {nameof(MovementDefinitionFactory)}");
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ApplyDefinitionToGameObject(gameObject, Definitions[definitionName]);
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ApplyDefinitionToGameObject(gameObject, Definitions[definitionName]);
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}
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}
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@ -132,13 +115,13 @@ namespace Syntriax.Modules.Movement.Config
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{
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{
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foreach (MovementConfig movementConfig in definition.MovementConfigs)
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foreach (MovementConfig movementConfig in definition.MovementConfigs)
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{
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{
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IMovement movement = (IMovement)MovementFactory.Instance.AddToGameObject(gameObject, movementConfig.TypeName);
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IMovement movement = (IMovement)FactorySingleton<MovementFactory>.Instance.AddToGameObject(gameObject, movementConfig.TypeName);
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movement.BaseSpeed = movementConfig.BaseSpeed;
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movement.BaseSpeed = movementConfig.BaseSpeed;
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}
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}
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if (definition.MonoBehaviours != null)
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if (definition.MonoBehaviours != null)
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foreach (string monoBehaviours in definition.MonoBehaviours)
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foreach (string monoBehaviours in definition.MonoBehaviours)
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MovementFactory.Instance.AddToGameObject(gameObject, monoBehaviours);
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FactorySingleton<MovementFactory>.Instance.AddToGameObject(gameObject, monoBehaviours);
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}
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}
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}
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}
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}
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}
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@ -2,32 +2,15 @@ using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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using System.Reflection;
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using System.Reflection;
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using Syntriax.Modules.Factory;
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using UnityEngine;
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using UnityEngine;
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namespace Syntriax.Modules.Movement.Config
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namespace Syntriax.Modules.Movement.Config
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{
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{
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public class MovementFactory : MonoBehaviour
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public class MovementFactory : FactoryBase
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{
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{
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private const string Name = "Movement Factory";
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private const int InitialCapacity = 64;
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private const int InitialCapacity = 64;
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private static MovementFactory _instance = null;
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public static MovementFactory Instance
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{
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get
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{
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if (_instance == null)
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{
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GameObject factoriesGO = GameObject.Find("Factories") ?? new GameObject("Factories");
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_instance = new GameObject(Name).AddComponent<MovementFactory>();
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_instance.transform.SetParent(factoriesGO.transform);
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DontDestroyOnLoad(factoriesGO);
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}
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return _instance;
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}
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}
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private Dictionary<string, Type> _types = null;
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private Dictionary<string, Type> _types = null;
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public Dictionary<string, Type> Types
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public Dictionary<string, Type> Types
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{
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{
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private void Start()
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private void Start()
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{
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{
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if (_instance == this)
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if (FactorySingleton<MovementFactory>.Instance == this)
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return;
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return;
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Destroy(this);
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Destroy(this);
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}
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}
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public void Initialize()
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public override void Initialize()
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{
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{
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if (_types == null)
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if (_types == null)
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_types = new Dictionary<string, Type>(InitialCapacity);
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_types = new Dictionary<string, Type>(InitialCapacity);
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AddAssemblyToFactory(assembly);
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AddAssemblyToFactory(assembly);
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}
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}
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public void Reset() => _types?.Clear();
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public override void Reset() => _types?.Clear();
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public void AddAssemblyToFactory(Assembly assembly)
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public void AddAssemblyToFactory(Assembly assembly)
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{
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{
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public Component AddToGameObject(GameObject gameObject, string name)
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public Component AddToGameObject(GameObject gameObject, string name)
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{
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{
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if (!Types.ContainsKey(name))
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if (!Types.ContainsKey(name))
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throw new ArgumentException($"The key \"{name}\" does not exists in the current {Name}");
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throw new ArgumentException($"The key \"{name}\" does not exists in the current {nameof(MovementFactory)}");
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return gameObject.AddComponent(Types[name]);
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return gameObject.AddComponent(Types[name]);
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}
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}
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@ -0,0 +1 @@
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Subproject commit 49b1bcd578aa5d3b6f84750e730d179a950f26c8
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@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 218ba81f028403c4185f629220600c77
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -1,4 +1,5 @@
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using System;
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using System;
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using Syntriax.Modules.Factory;
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using Syntriax.Modules.Movement.Config;
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using Syntriax.Modules.Movement.Config;
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using UnityEngine;
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using UnityEngine;
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@ -25,7 +26,7 @@ namespace Syntriax.Modules.Movement
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{
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{
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RemoveDefinition();
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RemoveDefinition();
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MovementDefinitionFactory.Instance.ApplyDefinitionToGameObject(gameObject, definitionName);
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FactorySingleton<MovementDefinitionFactory>.Instance.ApplyDefinitionToGameObject(gameObject, definitionName);
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appliedDefinitionName = definitionName;
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appliedDefinitionName = definitionName;
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OnMovementDefinitionApplied?.Invoke(gameObject);
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OnMovementDefinitionApplied?.Invoke(gameObject);
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}
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}
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{
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{
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RemoveDefinition();
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RemoveDefinition();
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MovementDefinitionFactory.Instance.ApplyDefinitionToGameObject(gameObject, definition);
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FactorySingleton<MovementDefinitionFactory>.Instance.ApplyDefinitionToGameObject(gameObject, definition);
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appliedDefinitionName = definition.Name;
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appliedDefinitionName = definition.Name;
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OnMovementDefinitionApplied?.Invoke(gameObject);
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OnMovementDefinitionApplied?.Invoke(gameObject);
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}
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}
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if (string.IsNullOrWhiteSpace(appliedDefinitionName))
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if (string.IsNullOrWhiteSpace(appliedDefinitionName))
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return;
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return;
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MovementDefinition appliedDefinition = MovementDefinitionFactory.Instance.Definitions[appliedDefinitionName];
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MovementDefinition appliedDefinition = FactorySingleton<MovementDefinitionFactory>.Instance.Definitions[appliedDefinitionName];
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if (appliedDefinition.MovementConfigs == null || appliedDefinition.MonoBehaviours == null)
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if (appliedDefinition.MovementConfigs == null || appliedDefinition.MonoBehaviours == null)
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return;
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return;
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foreach (MovementConfig movementConfig in appliedDefinition.MovementConfigs)
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foreach (MovementConfig movementConfig in appliedDefinition.MovementConfigs)
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{
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{
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Type type = MovementFactory.Instance.Types[movementConfig.TypeName];
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Type type = FactorySingleton<MovementFactory>.Instance.Types[movementConfig.TypeName];
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if (TryGetComponent(type, out Component component))
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if (TryGetComponent(type, out Component component))
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Destroy(component);
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Destroy(component);
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}
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}
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foreach (string monoBehaviour in appliedDefinition.MonoBehaviours)
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foreach (string monoBehaviour in appliedDefinition.MonoBehaviours)
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{
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{
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Type type = MovementFactory.Instance.Types[monoBehaviour];
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Type type = FactorySingleton<MovementFactory>.Instance.Types[monoBehaviour];
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if (TryGetComponent(type, out Component component))
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if (TryGetComponent(type, out Component component))
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Destroy(component);
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Destroy(component);
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}
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}
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@ -3,6 +3,7 @@
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## Dependencies
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## Dependencies
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1. [ToggleState Module](https://git.syntriax.com/Syntriax/ToggleState)
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1. [ToggleState Module](https://git.syntriax.com/Syntriax/ToggleState)
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2. [Trigger Module](https://git.syntriax.com/Syntriax/Trigger)
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2. [Trigger Module](https://git.syntriax.com/Syntriax/Trigger)
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3. [Factory Module](https://git.syntriax.com/Syntriax/Factory)
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Make sure to separately clone these modules along with this one too.
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Make sure to separately clone these modules along with this one too.
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"name": "Syntriax.Modules.Movement",
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"name": "Syntriax.Modules.Movement",
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"rootNamespace": "",
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"rootNamespace": "",
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"references": [
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"references": [
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"GUID:75469ad4d38634e559750d17036d5f7c",
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"GUID:efa9a9bc94c60c74684aafb7428fbf61",
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"GUID:efa9a9bc94c60c74684aafb7428fbf61",
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"GUID:1f5f15fe7e49bdb48a76c5ce9b1c9f2f"
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"GUID:1f5f15fe7e49bdb48a76c5ce9b1c9f2f",
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"GUID:d4c952ed5f59c5a449cda1b0080ed841"
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],
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],
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"includePlatforms": [],
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"includePlatforms": [],
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"excludePlatforms": [],
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"excludePlatforms": [],
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