Syntriax.Engine/Engine.Core/BehaviourController.cs

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using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using Microsoft.Xna.Framework;
using Syntriax.Engine.Core.Abstract;
namespace Syntriax.Engine.Core;
public class BehaviourController : IBehaviourController
{
public Action<IBehaviourController, GameTime>? OnUpdate { get; set; } = null;
public Action<IBehaviourController, GameTime>? OnPreDraw { get; set; } = null;
public Action<IBehaviourController, IBehaviour>? OnBehaviourAdded { get; set; } = null;
public Action<IBehaviourController, IBehaviour>? OnBehaviourRemoved { get; set; } = null;
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public Action<IAssignable>? OnUnassigned { get; set; } = null;
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public Action<IAssignableGameObject>? OnGameObjectAssigned { get; set; } = null;
private readonly IList<IBehaviour> behaviours = new List<IBehaviour>(Constants.BEHAVIOURS_SIZE_INITIAL);
private IGameObject _gameObject = null!;
public IGameObject GameObject => _gameObject;
public T AddBehaviour<T>(T behaviour) where T : class, IBehaviour
{
InsertBehaviourByPriority(behaviour);
behaviour.Initialize();
behaviour.OnPriorityChanged += OnPriorityChange;
OnBehaviourAdded?.Invoke(this, behaviour);
return behaviour;
}
public T AddBehaviour<T>(params object?[]? args) where T : class, IBehaviour
=> AddBehaviour(new Factory.BehaviourFactory().Instantiate<T>(_gameObject, args));
public bool TryGetBehaviour<T>([NotNullWhen(returnValue: true)] out T? behaviour)
{
foreach (var behaviourItem in behaviours)
{
if (behaviourItem is not T result)
continue;
behaviour = result;
return true;
}
behaviour = default;
return false;
}
public IList<T> GetBehaviours<T>() where T : IBehaviour
{
IList<T> behaviours = new List<T>();
foreach (var behaviourItem in this.behaviours)
{
if (behaviourItem is not T behaviour)
continue;
behaviours ??= new List<T>();
behaviours.Add(behaviour);
}
return behaviours;
}
public void RemoveBehaviour<T>(bool removeAll = false) where T : IBehaviour
{
for (int i = behaviours.Count; i >= 0; i--)
{
if (behaviours[i] is not T behaviour)
continue;
behaviour.OnPriorityChanged -= OnPriorityChange;
behaviour.Finalize();
behaviours.RemoveAt(i);
OnBehaviourRemoved?.Invoke(this, behaviour);
if (!removeAll)
return;
}
}
public bool Assign(IGameObject gameObject)
{
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if (GameObject is not null && GameObject.Initialized)
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return false;
_gameObject = gameObject;
OnGameObjectAssigned?.Invoke(this);
return true;
}
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public bool Unassign()
{
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if (GameObject is not null && GameObject.Initialized)
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return false;
_gameObject = null!;
OnUnassigned?.Invoke(this);
return true;
}
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public void Update(GameTime gameTime)
{
if (!GameObject.StateEnable.Enabled)
return;
OnUpdate?.Invoke(this, gameTime);
}
public void UpdatePreDraw(GameTime gameTime)
{
if (!GameObject.StateEnable.Enabled)
return;
OnPreDraw?.Invoke(this, gameTime);
}
public BehaviourController() { }
public BehaviourController(IGameObject gameObject) => Assign(gameObject);
private void InsertBehaviourByPriority<T>(T behaviour) where T : class, IBehaviour
{
int i;
for (i = 0; i < behaviours.Count; i++)
{
if (behaviours[i].Priority > behaviour.Priority)
continue;
behaviours.Insert(i, behaviour);
return;
}
if (i == 0 || i == behaviours.Count)
behaviours.Add(behaviour);
}
private void OnPriorityChange(IBehaviour behaviour)
{
behaviours.Remove(behaviour);
InsertBehaviourByPriority(behaviour);
}
}