refactor: IHierarchyObject Nullable IGameManager to Non-Nullable
Since in a typical use case of these classes they are already in the hierarchy and it bloats the behaviour code with lots of null checks
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@ -20,7 +20,7 @@ public interface IHierarchyObject : IEntity, INameable
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/// <summary>
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/// <summary>
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/// Gets the <see cref="IGameManager"/> associated with this <see cref="IEntity"/> , if any.
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/// Gets the <see cref="IGameManager"/> associated with this <see cref="IEntity"/> , if any.
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/// </summary>
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/// </summary>
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IGameManager? GameManager { get; }
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IGameManager GameManager { get; }
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/// <summary>
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/// <summary>
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/// Indicates whether the <see cref="IEntity"/> is currently in the hierarchy.
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/// Indicates whether the <see cref="IEntity"/> is currently in the hierarchy.
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@ -6,6 +6,7 @@ public abstract class Behaviour : BehaviourBase
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{
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{
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private bool isInitializedThisFrame = false;
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private bool isInitializedThisFrame = false;
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protected IGameManager GameManager => BehaviourController.GameObject.GameManager;
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protected IGameObject GameObject => BehaviourController.GameObject;
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protected IGameObject GameObject => BehaviourController.GameObject;
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protected ITransform Transform => BehaviourController.GameObject.Transform;
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protected ITransform Transform => BehaviourController.GameObject.Transform;
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@ -33,7 +34,7 @@ public abstract class Behaviour : BehaviourBase
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OnInitialize();
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OnInitialize();
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if (GameObject.IsInHierarchy)
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if (GameObject.IsInHierarchy)
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EnteredHierarchy(GameObject, GameObject.GameManager ?? throw new System.Exception("Unexpected Error"));
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EnteredHierarchy(GameObject, GameManager);
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}
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}
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protected virtual void OnFinalize() { }
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protected virtual void OnFinalize() { }
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@ -48,7 +49,7 @@ public abstract class Behaviour : BehaviourBase
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OnFinalize();
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OnFinalize();
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if (GameObject.IsInHierarchy)
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if (GameObject.IsInHierarchy)
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ExitedHierarchy(GameObject, GameObject.GameManager ?? throw new System.Exception("Unexpected Error"));
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ExitedHierarchy(GameObject, GameManager);
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}
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}
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protected virtual void OnPreUpdatePreActiveCheck() { }
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protected virtual void OnPreUpdatePreActiveCheck() { }
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@ -18,13 +18,13 @@ public class GameObject : BaseEntity, IGameObject
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private ITransform _transform = null!;
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private ITransform _transform = null!;
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private IBehaviourController _behaviourController = null!;
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private IBehaviourController _behaviourController = null!;
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private IGameManager? _gameManager = null;
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private IGameManager _gameManager = null!;
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private string _name = nameof(GameObject);
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private string _name = nameof(GameObject);
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public ITransform Transform => _transform;
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public ITransform Transform => _transform;
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public IBehaviourController BehaviourController => _behaviourController;
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public IBehaviourController BehaviourController => _behaviourController;
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public IGameManager? GameManager => _gameManager;
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public IGameManager GameManager => _gameManager;
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public bool IsInHierarchy => GameManager is not null;
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public bool IsInHierarchy => GameManager is not null;
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public string Name
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public string Name
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@ -144,7 +144,7 @@ public class GameObject : BaseEntity, IGameObject
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if (!IsInHierarchy || _gameManager is not IGameManager gameManager)
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if (!IsInHierarchy || _gameManager is not IGameManager gameManager)
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return false;
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return false;
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_gameManager = null;
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_gameManager = null!;
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OnExitedHierarchy?.Invoke(this, gameManager);
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OnExitedHierarchy?.Invoke(this, gameManager);
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return true;
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return true;
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}
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}
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@ -17,9 +17,9 @@ public abstract class HierarchyObjectBase : IHierarchyObject
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private string _name = nameof(HierarchyObjectBase);
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private string _name = nameof(HierarchyObjectBase);
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private bool _initialized = false;
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private bool _initialized = false;
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private IStateEnable _stateEnable = null!;
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private IStateEnable _stateEnable = null!;
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private IGameManager? _gameManager = null;
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private IGameManager _gameManager = null!;
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public IGameManager? GameManager => _gameManager;
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public IGameManager GameManager => _gameManager;
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public bool IsInHierarchy => _gameManager is not null;
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public bool IsInHierarchy => _gameManager is not null;
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