feat: Implemented IInitialize on GameManager

This commit is contained in:
Syntriax 2023-11-24 11:52:14 +03:00
parent fdb368d881
commit 5f2c551fa4
2 changed files with 65 additions and 2 deletions

View File

@ -0,0 +1,25 @@

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View File

@ -6,12 +6,20 @@ using Syntriax.Engine.Core.Factory;
namespace Syntriax.Engine.Core; namespace Syntriax.Engine.Core;
public class GameManager public class GameManager : IInitialize
{ {
public Action<IInitialize>? OnInitialized { get; set; } = null;
public Action<IInitialize>? OnFinalized { get; set; } = null;
public Action<IAssignableStateEnable>? OnStateEnableAssigned { get; set; } = null;
private IList<IGameObject> _gameObjects = new List<IGameObject>(Constants.GAME_OBJECTS_SIZE_INITIAL); private IList<IGameObject> _gameObjects = new List<IGameObject>(Constants.GAME_OBJECTS_SIZE_INITIAL);
private IList<IDrawable> _drawables = new List<IDrawable>(Constants.DRAWABLE_OBJECTS_SIZE_INITIAL); private IList<IDrawable> _drawables = new List<IDrawable>(Constants.DRAWABLE_OBJECTS_SIZE_INITIAL);
private IStateEnable _stateEnable = null!;
private GameObjectFactory _gameObjectFactory = null!; private GameObjectFactory _gameObjectFactory = null!;
private bool _initialized = false;
private GameObjectFactory GameObjectFactory private GameObjectFactory GameObjectFactory
{ {
get get
@ -22,7 +30,9 @@ public class GameManager
} }
} }
public bool Initialized => _initialized;
public IList<IGameObject> GameObjects => _gameObjects; public IList<IGameObject> GameObjects => _gameObjects;
public IStateEnable StateEnable { get { if (_stateEnable is null) Assign(new StateEnableFactory().Instantiate(this)); return _stateEnable; } }
public void RegisterGameObject(IGameObject gameObject) public void RegisterGameObject(IGameObject gameObject)
{ {
@ -48,10 +58,38 @@ public class GameManager
return gameObject; return gameObject;
} }
public void Initialize() public bool Initialize()
{ {
if (Initialized)
return false;
foreach (var gameObject in GameObjects) foreach (var gameObject in GameObjects)
gameObject.Initialize(); gameObject.Initialize();
OnInitialized?.Invoke(this);
return true;
}
public bool Finalize()
{
if (!Initialized)
return false;
for (int i = GameObjects.Count; i >= 0; i--)
GameObjects[i].Finalize();
OnFinalized?.Invoke(this);
return true;
}
public bool Assign(IStateEnable stateEnable)
{
if (_stateEnable is not null)
return false;
_stateEnable = stateEnable;
OnStateEnableAssigned?.Invoke(this);
return true;
} }
public void Update(GameTime time) public void Update(GameTime time)