2023-11-23 22:07:49 +03:00
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using System;
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2024-01-30 18:54:12 +03:00
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using System.Collections;
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2023-11-23 22:07:49 +03:00
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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2024-01-24 18:40:12 +03:00
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using System.Linq;
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using Syntriax.Engine.Core.Abstract;
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2024-11-10 20:21:53 +03:00
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using Syntriax.Engine.Core.Exceptions;
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namespace Syntriax.Engine.Core;
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2024-01-27 21:05:56 +03:00
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[System.Diagnostics.DebuggerDisplay("Behaviour Count: {behaviours.Count}")]
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public class BehaviourController : IBehaviourController
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{
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public event IBehaviourController.OnPreUpdateDelegate? OnPreUpdate = null;
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public event IBehaviourController.OnUpdateDelegate? OnUpdate = null;
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public event IBehaviourController.OnPreDrawDelegate? OnPreDraw = null;
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public event IBehaviourController.OnBehaviourAddedDelegate? OnBehaviourAdded = null;
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public event IBehaviourController.OnBehaviourRemovedDelegate? OnBehaviourRemoved = null;
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public event IAssignableGameObject.OnGameObjectAssignedDelegate? OnGameObjectAssigned = null;
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public event IInitialize.OnInitializedDelegate? OnInitialized = null;
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public event IInitialize.OnFinalizedDelegate? OnFinalized = null;
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public event IAssignable.OnUnassignedDelegate? OnUnassigned = null;
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private readonly IList<IBehaviour> behaviours = new List<IBehaviour>(Constants.BEHAVIOURS_SIZE_INITIAL);
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private IGameObject _gameObject = null!;
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private bool _initialized = false;
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public IGameObject GameObject => _gameObject;
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public bool IsInitialized
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{
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get => _initialized;
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private set
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{
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if (value == _initialized)
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return;
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_initialized = value;
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if (value)
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OnInitialized?.Invoke(this);
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else
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OnFinalized?.Invoke(this);
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}
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}
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public T AddBehaviour<T>(T behaviour) where T : class, IBehaviour
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{
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InsertBehaviourByPriority(behaviour);
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behaviour.Assign(this);
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behaviour.Assign(GameObject.StateEnable);
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behaviour.Initialize();
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behaviour.OnPriorityChanged += OnPriorityChange;
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OnBehaviourAdded?.Invoke(this, behaviour);
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return behaviour;
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}
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public T AddBehaviour<T>(params object?[]? args) where T : class, IBehaviour
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=> AddBehaviour(new Factory.BehaviourFactory().Instantiate<T>(_gameObject, args));
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public T? GetBehaviour<T>()
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{
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foreach (var behaviourItem in behaviours)
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if (behaviourItem is T result)
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return result;
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return default;
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}
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public bool TryGetBehaviour<T>([NotNullWhen(returnValue: true)] out T? behaviour)
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{
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behaviour = GetBehaviour<T>();
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return behaviour is not null;
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}
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public IList<T> GetBehaviours<T>()
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{
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List<T>? behaviours = null;
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foreach (var behaviourItem in this.behaviours)
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{
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if (behaviourItem is not T behaviour)
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continue;
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behaviours ??= [];
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behaviours.Add(behaviour);
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}
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return behaviours ?? Enumerable.Empty<T>().ToList();
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}
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public void GetBehaviours<T>(IList<T> results)
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{
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results.Clear();
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foreach (var behaviourItem in behaviours)
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{
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if (behaviourItem is not T behaviour)
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continue;
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results.Add(behaviour);
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}
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}
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public void RemoveBehaviour<T>(bool removeAll = false) where T : class, IBehaviour
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{
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for (int i = behaviours.Count; i >= 0; i--)
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{
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if (behaviours[i] is not T behaviour)
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continue;
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RemoveBehaviour(behaviour);
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if (!removeAll)
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return;
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}
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}
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public void RemoveBehaviour<T>(T behaviour) where T : class, IBehaviour
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{
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if (!behaviours.Contains(behaviour))
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throw new Exception($"{behaviour.GetType().Name} does not exist in {GameObject.Name}'s {nameof(IBehaviourController)}.");
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behaviour.OnPriorityChanged -= OnPriorityChange;
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behaviour.Finalize();
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behaviours.Remove(behaviour);
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OnBehaviourRemoved?.Invoke(this, behaviour);
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}
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public bool Assign(IGameObject gameObject)
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{
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if (GameObject is not null && GameObject.IsInitialized)
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return false;
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_gameObject = gameObject;
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OnGameObjectAssigned?.Invoke(this);
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return true;
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}
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public bool Initialize()
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{
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if (IsInitialized)
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return false;
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NotAssignedException.Check(this, _gameObject);
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foreach (IBehaviour behaviour in behaviours)
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behaviour.Initialize();
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IsInitialized = true;
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return true;
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}
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public bool Finalize()
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{
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if (!IsInitialized)
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return false;
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foreach (IBehaviour behaviour in behaviours)
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behaviour.Finalize();
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IsInitialized = false;
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return true;
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}
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public bool Unassign()
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{
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if (IsInitialized)
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return false;
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_gameObject = null!;
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OnUnassigned?.Invoke(this);
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return true;
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}
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public void Update()
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{
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if (!GameObject.StateEnable.Enabled)
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return;
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OnPreUpdate?.Invoke(this);
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OnUpdate?.Invoke(this);
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}
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public void UpdatePreDraw()
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{
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if (!GameObject.StateEnable.Enabled)
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return;
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OnPreDraw?.Invoke(this);
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}
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public BehaviourController() { }
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public BehaviourController(IGameObject gameObject) => Assign(gameObject);
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private void InsertBehaviourByPriority<T>(T behaviour) where T : class, IBehaviour
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{
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int i;
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for (i = 0; i < behaviours.Count; i++)
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{
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if (behaviours[i].Priority > behaviour.Priority)
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continue;
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behaviours.Insert(i, behaviour);
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return;
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}
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if (i == 0 || i == behaviours.Count)
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behaviours.Add(behaviour);
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}
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2024-07-15 01:13:39 +03:00
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private void OnPriorityChange(IBehaviour sender, int previousPriority)
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{
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behaviours.Remove(sender);
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InsertBehaviourByPriority(sender);
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}
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public IEnumerator<IBehaviour> GetEnumerator() => behaviours.GetEnumerator();
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IEnumerator IEnumerable.GetEnumerator() => behaviours.GetEnumerator();
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}
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