127 lines
5.8 KiB
C#
127 lines
5.8 KiB
C#
using System.Collections.Generic;
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using Syntriax.Modules.Factory;
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using UnityEngine;
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namespace Syntriax.Modules.Movement.Config
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{
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/// <summary>
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/// The Singleton factory responsible for loading and applying <see cref="MovementDefinition"/>s,
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/// </summary>
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/// <remarks>
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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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/// </remarks>
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public class MovementDefinitionFactory : FactoryBase
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{
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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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private Dictionary<string, MovementDefinition> _definitions = null;
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public Dictionary<string, MovementDefinition> Definitions
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{
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get
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{
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if (!IsInitialized)
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Initialize();
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return _definitions;
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}
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}
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private void Start()
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{
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if (FactorySingleton<MovementDefinitionFactory>.Instance == this)
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return;
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Destroy(this);
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}
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/// <summary>
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/// Initializes the factory, if already initialized reinitializes
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/// </summary>
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/// <remarks>
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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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/// </remarks>
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protected override void OnFactoryInitialize()
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{
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if (_definitions == null)
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_definitions = new Dictionary<string, MovementDefinition>(InitialCapacity);
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foreach (TextAsset definitionTextAsset in UnityEngine.Resources.LoadAll<TextAsset>(ResourceDirectoryToDefinitions))
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AddToFactoryWithJSON(definitionTextAsset.text);
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}
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/// <summary>
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/// Clears all the definitions in the factory
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/// </summary>
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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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/// </remarks>
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protected override void OnFactoryReset() => _definitions?.Clear();
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/// <summary>
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/// Manually registers a <see cref="MovementDefinition"/> to the factory with a JSON <see cref="string"/>
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/// </summary>
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/// <param name="definitionJSONText">A <see cref="string"/> of a <see cref="MovementDefinition"/> in JSON</param>
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public void AddToFactoryWithJSON(string definitionJSONText)
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{
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MovementDefinition movementDefinition = JsonUtility.FromJson<MovementDefinition>(definitionJSONText);
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AddDefinitionToFactory(movementDefinition);
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}
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/// <summary>
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/// Registers a list of <see cref="MovementDefinition"/>s to the factory
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/// </summary>
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public void AddDefinitionsToFactory(List<MovementDefinition> movementDefinitions)
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{
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foreach (MovementDefinition movementDefinition in movementDefinitions)
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AddDefinitionToFactory(movementDefinition);
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}
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/// <summary>
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/// Registers a single <see cref="MovementDefinition"/> to the factory
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/// </summary>
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public void AddDefinitionToFactory(MovementDefinition movementDefinition)
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{
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if (Definitions.ContainsKey(movementDefinition.Name))
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throw new System.ArgumentException($"{movementDefinition.Name} is already in the Movement Definition Factory");
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Definitions.Add(movementDefinition.Name, movementDefinition);
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}
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/// <summary>
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/// Searches for the <see cref="MovementDefinition"/> in the factory and applies it to the <see cref="GameObject"/>
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/// </summary>
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/// <param name="gameObject"><see cref="GameObject"/> that the <see cref="MovementDefinition"/> will be applied to</param>
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/// <param name="definitionName">The registered <see cref="MovementDefinition"/>'s name that will be applied to the provided <see cref="GameObject"/></param>
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/// <exception cref="System.ArgumentException">When the provided <see cref="MovementDefinition"/> name is not registered in the factory</exception>
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public void ApplyDefinitionToGameObject(GameObject gameObject, string definitionName)
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{
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if (!Definitions.ContainsKey(definitionName))
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throw new System.ArgumentException($"The definition with name \"{definitionName}\" does not exists in the current {nameof(MovementDefinitionFactory)}");
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ApplyDefinitionToGameObject(gameObject, Definitions[definitionName]);
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}
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/// <summary>
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/// Applies the provided <see cref="MovementDefinition"/> to the <see cref="GameObject"/>
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/// </summary>
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/// <param name="gameObject"><see cref="GameObject"/> that the <see cref="MovementDefinition"/> will be applied to</param>
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/// <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)
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{
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foreach (MovementConfig movementConfig in definition.MovementConfigs)
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{
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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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}
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if (definition.MonoBehaviours != null)
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foreach (string monoBehaviours in definition.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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