refactor!: IGameObject removed

This commit is contained in:
2025-03-28 17:47:05 +03:00
parent d825bb55d3
commit 4ec1a32db2
58 changed files with 937 additions and 1187 deletions

View File

@@ -17,19 +17,19 @@ public class BehaviourController : IBehaviourController
public event IBehaviourController.OnBehaviourAddedEventHandler? OnBehaviourAdded = null;
public event IBehaviourController.OnBehaviourRemovedEventHandler? OnBehaviourRemoved = null;
public event IAssignableGameObject.OnGameObjectAssignedEventHandler? OnGameObjectAssigned = null;
public event IHasHierarchyObject.OnHierarchyObjectAssignedEventHandler? OnHierarchyObjectAssigned = null;
public event IInitialize.OnInitializedEventHandler? OnInitialized = null;
public event IInitialize.OnFinalizedEventHandler? OnFinalized = null;
public event IInitializable.OnInitializedEventHandler? OnInitialized = null;
public event IInitializable.OnFinalizedEventHandler? OnFinalized = null;
public event IAssignable.OnUnassignedEventHandler? OnUnassigned = null;
private readonly IList<IBehaviour> behaviours = new List<IBehaviour>(Constants.BEHAVIOURS_SIZE_INITIAL);
private IGameObject _gameObject = null!;
private IHierarchyObject _hierarchyObject = null!;
private bool _initialized = false;
public IGameObject GameObject => _gameObject;
public IHierarchyObject HierarchyObject => _hierarchyObject;
public bool IsInitialized
{
@@ -52,7 +52,7 @@ public class BehaviourController : IBehaviourController
InsertBehaviourByPriority(behaviour);
behaviour.Assign(this);
behaviour.Assign(GameObject.StateEnable);
behaviour.Assign(HierarchyObject.StateEnable);
behaviour.Initialize();
behaviour.OnPriorityChanged += OnPriorityChange;
@@ -61,7 +61,7 @@ public class BehaviourController : IBehaviourController
}
public T AddBehaviour<T>(params object?[]? args) where T : class, IBehaviour
=> AddBehaviour(new Factory.BehaviourFactory().Instantiate<T>(_gameObject, args));
=> AddBehaviour(new Factory.BehaviourFactory().Instantiate<T>(_hierarchyObject, args));
public T? GetBehaviour<T>()
{
@@ -116,7 +116,7 @@ public class BehaviourController : IBehaviourController
public void RemoveBehaviour<T>(T behaviour) where T : class, IBehaviour
{
if (!behaviours.Contains(behaviour))
throw new Exception($"{behaviour.GetType().Name} does not exist in {GameObject.Name}'s {nameof(IBehaviourController)}.");
throw new Exception($"{behaviour.GetType().Name} does not exist in {HierarchyObject.Name}'s {nameof(IBehaviourController)}.");
behaviour.OnPriorityChanged -= OnPriorityChange;
behaviour.Finalize();
@@ -124,13 +124,13 @@ public class BehaviourController : IBehaviourController
OnBehaviourRemoved?.Invoke(this, behaviour);
}
public bool Assign(IGameObject gameObject)
public bool Assign(IHierarchyObject hierarchyObject)
{
if (GameObject is not null && GameObject.IsInitialized)
if (HierarchyObject is not null && HierarchyObject.IsInitialized)
return false;
_gameObject = gameObject;
OnGameObjectAssigned?.Invoke(this);
_hierarchyObject = hierarchyObject;
OnHierarchyObjectAssigned?.Invoke(this);
return true;
}
@@ -139,7 +139,7 @@ public class BehaviourController : IBehaviourController
if (IsInitialized)
return false;
NotAssignedException.Check(this, _gameObject);
NotAssignedException.Check(this, _hierarchyObject);
foreach (IBehaviour behaviour in behaviours)
behaviour.Initialize();
@@ -165,14 +165,14 @@ public class BehaviourController : IBehaviourController
if (IsInitialized)
return false;
_gameObject = null!;
_hierarchyObject = null!;
OnUnassigned?.Invoke(this);
return true;
}
public void Update()
{
if (!GameObject.StateEnable.Enabled)
if (!HierarchyObject.StateEnable.Enabled)
return;
OnPreUpdate?.Invoke(this);
@@ -181,14 +181,14 @@ public class BehaviourController : IBehaviourController
public void UpdatePreDraw()
{
if (!GameObject.StateEnable.Enabled)
if (!HierarchyObject.StateEnable.Enabled)
return;
OnPreDraw?.Invoke(this);
}
public BehaviourController() { }
public BehaviourController(IGameObject gameObject) => Assign(gameObject);
public BehaviourController(IHierarchyObject hierarchyObject) => Assign(hierarchyObject);
private void InsertBehaviourByPriority<T>(T behaviour) where T : class, IBehaviour
{