refactor: IBehaviourController.TryGetBehaviour to Extension Method
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@ -56,14 +56,6 @@ public interface IBehaviourController : IInitialize, IAssignableGameObject, IEnu
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/// <returns>The <see cref="IBehaviour"/> of the specified type if found; otherwise, <see cref="null"/>.</returns>
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T? GetBehaviour<T>();
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/// <summary>
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/// Tries to get a <see cref="IBehaviour"/> of the specified type.
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/// </summary>
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/// <typeparam name="T">The type of <see cref="IBehaviour"/> to get.</typeparam>
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/// <param name="behaviour">When this method returns, contains the <see cref="IBehaviour"/> of the specified type, if found; otherwise, see.</param>
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/// <returns><see cref="true"/> if a <see cref="IBehaviour"/> of the specified type was found; otherwise, <see cref="false"/>.</returns>
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bool TryGetBehaviour<T>([NotNullWhen(returnValue: true)] out T? behaviour);
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/// <summary>
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/// Gets all <see cref="IBehaviour"/>s of the specified type.
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/// </summary>
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@ -74,12 +74,6 @@ public class BehaviourController : IBehaviourController
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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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@ -6,15 +6,48 @@ namespace Syntriax.Engine.Core;
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public static class BehaviourControllerExtensions
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{
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/// <summary>
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/// Tries to get a <see cref="IBehaviour"/> of the specified type.
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/// </summary>
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/// <typeparam name="T">The type of <see cref="IBehaviour"/> to get.</typeparam>
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/// <param name="behaviourController">The <see cref="IBehaviourController"/> to search in.</param>
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/// <param name="behaviour">When this method returns, contains the <see cref="IBehaviour"/> of the specified type, if found; otherwise, null.</param>
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/// <returns><see cref="true"/> if a <see cref="IBehaviour"/> of the specified type was found; otherwise, <see cref="false"/>.</returns>
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public static bool TryGetBehaviour<T>(this IBehaviourController behaviourController, [NotNullWhen(returnValue: true)] out T? behaviour)
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{
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behaviour = behaviourController.GetBehaviour<T>();
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return behaviour is not null;
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}
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/// <summary>
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/// Gets an existing <see cref="IBehaviour"/> of the specified type, or adds and returns a new one if it doesn't exist.
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/// </summary>
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/// <typeparam name="T">The type of <see cref="IBehaviour"/> to get or add.</typeparam>
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/// <param name="behaviourController">The <see cref="IBehaviourController"/> to search in.</param>
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/// <param name="args">Optional arguments to pass to the constructor of the <see cref="IBehaviour"/> if a new one is added.</param>
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/// <returns>The existing or newly added <see cref="IBehaviour"/> of the specified type.</returns>
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public static T GetOrAddBehaviour<T>(this IBehaviourController behaviourController, params object?[]? args) where T : class, IBehaviour
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=> behaviourController.GetBehaviour<T>() ?? behaviourController.AddBehaviour<T>(args);
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/// <summary>
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/// Tries to get a <see cref="IBehaviour"/> of the specified type in the parent hierarchy.
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/// </summary>
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/// <typeparam name="T">The type of <see cref="IBehaviour"/> to get.</typeparam>
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/// <param name="behaviourController">The <see cref="IBehaviourController"/> to start searching from.</param>
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/// <param name="behaviour">When this method returns, contains the <see cref="IBehaviour"/> of the specified type, if found; otherwise, null.</param>
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/// <returns><see cref="true"/> if a <see cref="IBehaviour"/> of the specified type was found in the parent hierarchy; otherwise, <see cref="false"/>.</returns>
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public static bool TryGetBehaviourInParent<T>(this IBehaviourController behaviourController, [NotNullWhen(returnValue: true)] out T? behaviour) where T : class
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{
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behaviour = GetBehaviourInParent<T>(behaviourController);
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return behaviour is not null;
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}
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/// <summary>
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/// Gets a <see cref="IBehaviour"/> of the specified type in the parent hierarchy.
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/// </summary>
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/// <typeparam name="T">The type of <see cref="IBehaviour"/> to get.</typeparam>
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/// <param name="behaviourController">The <see cref="IBehaviourController"/> to start searching from.</param>
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/// <returns>The <see cref="IBehaviour"/> of the specified type if found; otherwise, null.</returns>
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public static T? GetBehaviourInParent<T>(this IBehaviourController behaviourController) where T : class
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{
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IBehaviourController? controller = behaviourController;
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@ -30,12 +63,25 @@ public static class BehaviourControllerExtensions
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return default;
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}
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/// <summary>
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/// Tries to get a <see cref="IBehaviour"/> of the specified type in the child hierarchy.
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/// </summary>
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/// <typeparam name="T">The type of <see cref="IBehaviour"/> to get.</typeparam>
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/// <param name="behaviourController">The <see cref="IBehaviourController"/> to start searching from.</param>
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/// <param name="behaviour">When this method returns, contains the <see cref="IBehaviour"/> of the specified type, if found; otherwise, null.</param>
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/// <returns><see cref="true"/> if a <see cref="IBehaviour"/> of the specified type was found in the child hierarchy; otherwise, <see cref="false"/>.</returns>
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public static bool TryGetBehaviourInChildren<T>(this IBehaviourController behaviourController, [NotNullWhen(returnValue: true)] out T? behaviour) where T : class
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{
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behaviour = GetBehaviourInChildren<T>(behaviourController);
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return behaviour is not null;
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}
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/// <summary>
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/// Gets a <see cref="IBehaviour"/> of the specified type in the child hierarchy.
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/// </summary>
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/// <typeparam name="T">The type of <see cref="IBehaviour"/> to get.</typeparam>
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/// <param name="behaviourController">The <see cref="IBehaviourController"/> to start searching from.</param>
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/// <returns>The <see cref="IBehaviour"/> of the specified type if found; otherwise, null.</returns>
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public static T? GetBehaviourInChildren<T>(this IBehaviourController behaviourController) where T : class
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{
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if (behaviourController.GetBehaviour<T>() is T localBehaviour)
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@ -10,7 +10,7 @@ public static class BehaviourExtensions
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public static T? FindBehaviour<T>(this IEnumerable<IGameObject> gameObjects) where T : class
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{
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foreach (IGameObject gameObject in gameObjects)
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if (gameObject.BehaviourController.TryGetBehaviour(out T? behaviour))
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if (gameObject.BehaviourController.GetBehaviour<T>() is T behaviour)
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return behaviour;
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return default;
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