chore: Added Initial Engine Code
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## Ignore Visual Studio temporary files, build results, and
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||||||
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## files generated by popular Visual Studio add-ons.
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||||||
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##
|
||||||
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## Get latest from `dotnet new gitignore`
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||||||
|
|
||||||
|
# dotenv files
|
||||||
|
.env
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||||||
|
|
||||||
|
# User-specific files
|
||||||
|
*.rsuser
|
||||||
|
*.suo
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||||||
|
*.user
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||||||
|
*.userosscache
|
||||||
|
*.sln.docstates
|
||||||
|
|
||||||
|
# User-specific files (MonoDevelop/Xamarin Studio)
|
||||||
|
*.userprefs
|
||||||
|
|
||||||
|
# Mono auto generated files
|
||||||
|
mono_crash.*
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||||||
|
|
||||||
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# Build results
|
||||||
|
[Dd]ebug/
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||||||
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[Dd]ebugPublic/
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||||||
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[Rr]elease/
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||||||
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[Rr]eleases/
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||||||
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x64/
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||||||
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x86/
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||||||
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[Ww][Ii][Nn]32/
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||||||
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[Aa][Rr][Mm]/
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||||||
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[Aa][Rr][Mm]64/
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||||||
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bld/
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||||||
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[Bb]in/
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||||||
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[Oo]bj/
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||||||
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[Ll]og/
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||||||
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[Ll]ogs/
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||||||
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|
||||||
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# Visual Studio 2015/2017 cache/options directory
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||||||
|
.vs/
|
||||||
|
# Uncomment if you have tasks that create the project's static files in wwwroot
|
||||||
|
#wwwroot/
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||||||
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|
||||||
|
# Visual Studio 2017 auto generated files
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||||||
|
Generated\ Files/
|
||||||
|
|
||||||
|
# MSTest test Results
|
||||||
|
[Tt]est[Rr]esult*/
|
||||||
|
[Bb]uild[Ll]og.*
|
||||||
|
|
||||||
|
# NUnit
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||||||
|
*.VisualState.xml
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||||||
|
TestResult.xml
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||||||
|
nunit-*.xml
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||||||
|
|
||||||
|
# Build Results of an ATL Project
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||||||
|
[Dd]ebugPS/
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||||||
|
[Rr]eleasePS/
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||||||
|
dlldata.c
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||||||
|
|
||||||
|
# Benchmark Results
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||||||
|
BenchmarkDotNet.Artifacts/
|
||||||
|
|
||||||
|
# .NET
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||||||
|
project.lock.json
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||||||
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project.fragment.lock.json
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||||||
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artifacts/
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||||||
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|
||||||
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# Tye
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||||||
|
.tye/
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||||||
|
|
||||||
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# ASP.NET Scaffolding
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||||||
|
ScaffoldingReadMe.txt
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||||||
|
|
||||||
|
# StyleCop
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||||||
|
StyleCopReport.xml
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||||||
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|
||||||
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# Files built by Visual Studio
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||||||
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*_i.c
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*_p.c
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||||||
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*_h.h
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||||||
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*.ilk
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||||||
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*.meta
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||||||
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*.obj
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||||||
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*.iobj
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||||||
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*.pch
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*.pdb
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*.ipdb
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*.pgc
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*.pgd
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||||||
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*.rsp
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||||||
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*.sbr
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||||||
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*.tlb
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*.tli
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*.tlh
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||||||
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*.tmp
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||||||
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*.tmp_proj
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||||||
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*_wpftmp.csproj
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||||||
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*.log
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||||||
|
*.tlog
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||||||
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*.vspscc
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||||||
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*.vssscc
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||||||
|
.builds
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||||||
|
*.pidb
|
||||||
|
*.svclog
|
||||||
|
*.scc
|
||||||
|
|
||||||
|
# Chutzpah Test files
|
||||||
|
_Chutzpah*
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||||||
|
|
||||||
|
# Visual C++ cache files
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||||||
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ipch/
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||||||
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*.aps
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||||||
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*.ncb
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||||||
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*.opendb
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||||||
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*.opensdf
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||||||
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*.sdf
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||||||
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*.cachefile
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||||||
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*.VC.db
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||||||
|
*.VC.VC.opendb
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||||||
|
|
||||||
|
# Visual Studio profiler
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||||||
|
*.psess
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||||||
|
*.vsp
|
||||||
|
*.vspx
|
||||||
|
*.sap
|
||||||
|
|
||||||
|
# Visual Studio Trace Files
|
||||||
|
*.e2e
|
||||||
|
|
||||||
|
# TFS 2012 Local Workspace
|
||||||
|
$tf/
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||||||
|
|
||||||
|
# Guidance Automation Toolkit
|
||||||
|
*.gpState
|
||||||
|
|
||||||
|
# ReSharper is a .NET coding add-in
|
||||||
|
_ReSharper*/
|
||||||
|
*.[Rr]e[Ss]harper
|
||||||
|
*.DotSettings.user
|
||||||
|
|
||||||
|
# TeamCity is a build add-in
|
||||||
|
_TeamCity*
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||||||
|
|
||||||
|
# DotCover is a Code Coverage Tool
|
||||||
|
*.dotCover
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||||||
|
|
||||||
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# AxoCover is a Code Coverage Tool
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||||||
|
.axoCover/*
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||||||
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!.axoCover/settings.json
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||||||
|
|
||||||
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# Coverlet is a free, cross platform Code Coverage Tool
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||||||
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coverage*.json
|
||||||
|
coverage*.xml
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||||||
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coverage*.info
|
||||||
|
|
||||||
|
# Visual Studio code coverage results
|
||||||
|
*.coverage
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||||||
|
*.coveragexml
|
||||||
|
|
||||||
|
# NCrunch
|
||||||
|
_NCrunch_*
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||||||
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.*crunch*.local.xml
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||||||
|
nCrunchTemp_*
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||||||
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||||||
|
# MightyMoose
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||||||
|
*.mm.*
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||||||
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AutoTest.Net/
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||||||
|
|
||||||
|
# Web workbench (sass)
|
||||||
|
.sass-cache/
|
||||||
|
|
||||||
|
# Installshield output folder
|
||||||
|
[Ee]xpress/
|
||||||
|
|
||||||
|
# DocProject is a documentation generator add-in
|
||||||
|
DocProject/buildhelp/
|
||||||
|
DocProject/Help/*.HxT
|
||||||
|
DocProject/Help/*.HxC
|
||||||
|
DocProject/Help/*.hhc
|
||||||
|
DocProject/Help/*.hhk
|
||||||
|
DocProject/Help/*.hhp
|
||||||
|
DocProject/Help/Html2
|
||||||
|
DocProject/Help/html
|
||||||
|
|
||||||
|
# Click-Once directory
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||||||
|
publish/
|
||||||
|
|
||||||
|
# Publish Web Output
|
||||||
|
*.[Pp]ublish.xml
|
||||||
|
*.azurePubxml
|
||||||
|
# Note: Comment the next line if you want to checkin your web deploy settings,
|
||||||
|
# but database connection strings (with potential passwords) will be unencrypted
|
||||||
|
*.pubxml
|
||||||
|
*.publishproj
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||||||
|
|
||||||
|
# Microsoft Azure Web App publish settings. Comment the next line if you want to
|
||||||
|
# checkin your Azure Web App publish settings, but sensitive information contained
|
||||||
|
# in these scripts will be unencrypted
|
||||||
|
PublishScripts/
|
||||||
|
|
||||||
|
# NuGet Packages
|
||||||
|
*.nupkg
|
||||||
|
# NuGet Symbol Packages
|
||||||
|
*.snupkg
|
||||||
|
# The packages folder can be ignored because of Package Restore
|
||||||
|
**/[Pp]ackages/*
|
||||||
|
# except build/, which is used as an MSBuild target.
|
||||||
|
!**/[Pp]ackages/build/
|
||||||
|
# Uncomment if necessary however generally it will be regenerated when needed
|
||||||
|
#!**/[Pp]ackages/repositories.config
|
||||||
|
# NuGet v3's project.json files produces more ignorable files
|
||||||
|
*.nuget.props
|
||||||
|
*.nuget.targets
|
||||||
|
|
||||||
|
# Microsoft Azure Build Output
|
||||||
|
csx/
|
||||||
|
*.build.csdef
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||||||
|
|
||||||
|
# Microsoft Azure Emulator
|
||||||
|
ecf/
|
||||||
|
rcf/
|
||||||
|
|
||||||
|
# Windows Store app package directories and files
|
||||||
|
AppPackages/
|
||||||
|
BundleArtifacts/
|
||||||
|
Package.StoreAssociation.xml
|
||||||
|
_pkginfo.txt
|
||||||
|
*.appx
|
||||||
|
*.appxbundle
|
||||||
|
*.appxupload
|
||||||
|
|
||||||
|
# Visual Studio cache files
|
||||||
|
# files ending in .cache can be ignored
|
||||||
|
*.[Cc]ache
|
||||||
|
# but keep track of directories ending in .cache
|
||||||
|
!?*.[Cc]ache/
|
||||||
|
|
||||||
|
# Others
|
||||||
|
ClientBin/
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||||||
|
~$*
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||||||
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*~
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||||||
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*.dbmdl
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||||||
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*.dbproj.schemaview
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||||||
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*.jfm
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||||||
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*.pfx
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||||||
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*.publishsettings
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||||||
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orleans.codegen.cs
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||||||
|
|
||||||
|
# Including strong name files can present a security risk
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||||||
|
# (https://github.com/github/gitignore/pull/2483#issue-259490424)
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||||||
|
#*.snk
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||||||
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||||||
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# Since there are multiple workflows, uncomment next line to ignore bower_components
|
||||||
|
# (https://github.com/github/gitignore/pull/1529#issuecomment-104372622)
|
||||||
|
#bower_components/
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||||||
|
|
||||||
|
# RIA/Silverlight projects
|
||||||
|
Generated_Code/
|
||||||
|
|
||||||
|
# Backup & report files from converting an old project file
|
||||||
|
# to a newer Visual Studio version. Backup files are not needed,
|
||||||
|
# because we have git ;-)
|
||||||
|
_UpgradeReport_Files/
|
||||||
|
Backup*/
|
||||||
|
UpgradeLog*.XML
|
||||||
|
UpgradeLog*.htm
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||||||
|
ServiceFabricBackup/
|
||||||
|
*.rptproj.bak
|
||||||
|
|
||||||
|
# SQL Server files
|
||||||
|
*.mdf
|
||||||
|
*.ldf
|
||||||
|
*.ndf
|
||||||
|
|
||||||
|
# Business Intelligence projects
|
||||||
|
*.rdl.data
|
||||||
|
*.bim.layout
|
||||||
|
*.bim_*.settings
|
||||||
|
*.rptproj.rsuser
|
||||||
|
*- [Bb]ackup.rdl
|
||||||
|
*- [Bb]ackup ([0-9]).rdl
|
||||||
|
*- [Bb]ackup ([0-9][0-9]).rdl
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||||||
|
|
||||||
|
# Microsoft Fakes
|
||||||
|
FakesAssemblies/
|
||||||
|
|
||||||
|
# GhostDoc plugin setting file
|
||||||
|
*.GhostDoc.xml
|
||||||
|
|
||||||
|
# Node.js Tools for Visual Studio
|
||||||
|
.ntvs_analysis.dat
|
||||||
|
node_modules/
|
||||||
|
|
||||||
|
# Visual Studio 6 build log
|
||||||
|
*.plg
|
||||||
|
|
||||||
|
# Visual Studio 6 workspace options file
|
||||||
|
*.opt
|
||||||
|
|
||||||
|
# Visual Studio 6 auto-generated workspace file (contains which files were open etc.)
|
||||||
|
*.vbw
|
||||||
|
|
||||||
|
# Visual Studio 6 auto-generated project file (contains which files were open etc.)
|
||||||
|
*.vbp
|
||||||
|
|
||||||
|
# Visual Studio 6 workspace and project file (working project files containing files to include in project)
|
||||||
|
*.dsw
|
||||||
|
*.dsp
|
||||||
|
|
||||||
|
# Visual Studio 6 technical files
|
||||||
|
*.ncb
|
||||||
|
*.aps
|
||||||
|
|
||||||
|
# Visual Studio LightSwitch build output
|
||||||
|
**/*.HTMLClient/GeneratedArtifacts
|
||||||
|
**/*.DesktopClient/GeneratedArtifacts
|
||||||
|
**/*.DesktopClient/ModelManifest.xml
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||||||
|
**/*.Server/GeneratedArtifacts
|
||||||
|
**/*.Server/ModelManifest.xml
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||||||
|
_Pvt_Extensions
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||||||
|
|
||||||
|
# Paket dependency manager
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||||||
|
.paket/paket.exe
|
||||||
|
paket-files/
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||||||
|
|
||||||
|
# FAKE - F# Make
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||||||
|
.fake/
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||||||
|
|
||||||
|
# CodeRush personal settings
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||||||
|
.cr/personal
|
||||||
|
|
||||||
|
# Python Tools for Visual Studio (PTVS)
|
||||||
|
__pycache__/
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||||||
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*.pyc
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||||||
|
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||||||
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# Cake - Uncomment if you are using it
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|
# tools/**
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||||||
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# !tools/packages.config
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||||||
|
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||||||
|
# Tabs Studio
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||||||
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*.tss
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||||||
|
|
||||||
|
# Telerik's JustMock configuration file
|
||||||
|
*.jmconfig
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||||||
|
|
||||||
|
# BizTalk build output
|
||||||
|
*.btp.cs
|
||||||
|
*.btm.cs
|
||||||
|
*.odx.cs
|
||||||
|
*.xsd.cs
|
||||||
|
|
||||||
|
# OpenCover UI analysis results
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||||||
|
OpenCover/
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||||||
|
|
||||||
|
# Azure Stream Analytics local run output
|
||||||
|
ASALocalRun/
|
||||||
|
|
||||||
|
# MSBuild Binary and Structured Log
|
||||||
|
*.binlog
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||||||
|
|
||||||
|
# NVidia Nsight GPU debugger configuration file
|
||||||
|
*.nvuser
|
||||||
|
|
||||||
|
# MFractors (Xamarin productivity tool) working folder
|
||||||
|
.mfractor/
|
||||||
|
|
||||||
|
# Local History for Visual Studio
|
||||||
|
.localhistory/
|
||||||
|
|
||||||
|
# Visual Studio History (VSHistory) files
|
||||||
|
.vshistory/
|
||||||
|
|
||||||
|
# BeatPulse healthcheck temp database
|
||||||
|
healthchecksdb
|
||||||
|
|
||||||
|
# Backup folder for Package Reference Convert tool in Visual Studio 2017
|
||||||
|
MigrationBackup/
|
||||||
|
|
||||||
|
# Ionide (cross platform F# VS Code tools) working folder
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||||||
|
.ionide/
|
||||||
|
|
||||||
|
# Fody - auto-generated XML schema
|
||||||
|
FodyWeavers.xsd
|
||||||
|
|
||||||
|
# VS Code files for those working on multiple tools
|
||||||
|
.vscode/*
|
||||||
|
!.vscode/settings.json
|
||||||
|
!.vscode/tasks.json
|
||||||
|
!.vscode/launch.json
|
||||||
|
!.vscode/extensions.json
|
||||||
|
*.code-workspace
|
||||||
|
|
||||||
|
# Local History for Visual Studio Code
|
||||||
|
.history/
|
||||||
|
|
||||||
|
# Windows Installer files from build outputs
|
||||||
|
*.cab
|
||||||
|
*.msi
|
||||||
|
*.msix
|
||||||
|
*.msm
|
||||||
|
*.msp
|
||||||
|
|
||||||
|
# JetBrains Rider
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||||||
|
*.sln.iml
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||||||
|
.idea
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||||||
|
|
||||||
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##
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||||||
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## Visual studio for Mac
|
||||||
|
##
|
||||||
|
|
||||||
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|
||||||
|
# globs
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||||||
|
Makefile.in
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||||||
|
*.userprefs
|
||||||
|
*.usertasks
|
||||||
|
config.make
|
||||||
|
config.status
|
||||||
|
aclocal.m4
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||||||
|
install-sh
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|
autom4te.cache/
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|
*.tar.gz
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||||||
|
tarballs/
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||||||
|
test-results/
|
||||||
|
|
||||||
|
# Mac bundle stuff
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||||||
|
*.dmg
|
||||||
|
*.app
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||||||
|
|
||||||
|
# content below from: https://github.com/github/gitignore/blob/master/Global/macOS.gitignore
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|
# General
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||||||
|
.DS_Store
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|
.AppleDouble
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.LSOverride
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# Icon must end with two \r
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||||||
|
Icon
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||||||
|
|
||||||
|
|
||||||
|
# Thumbnails
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||||||
|
._*
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||||||
|
|
||||||
|
# Files that might appear in the root of a volume
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||||||
|
.DocumentRevisions-V100
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||||||
|
.fseventsd
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||||||
|
.Spotlight-V100
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||||||
|
.TemporaryItems
|
||||||
|
.Trashes
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||||||
|
.VolumeIcon.icns
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||||||
|
.com.apple.timemachine.donotpresent
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||||||
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# Directories potentially created on remote AFP share
|
||||||
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.AppleDB
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||||||
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.AppleDesktop
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||||||
|
Network Trash Folder
|
||||||
|
Temporary Items
|
||||||
|
.apdisk
|
||||||
|
|
||||||
|
# content below from: https://github.com/github/gitignore/blob/master/Global/Windows.gitignore
|
||||||
|
# Windows thumbnail cache files
|
||||||
|
Thumbs.db
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||||||
|
ehthumbs.db
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||||||
|
ehthumbs_vista.db
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||||||
|
|
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# Dump file
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||||||
|
*.stackdump
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||||||
|
# Folder config file
|
||||||
|
[Dd]esktop.ini
|
||||||
|
|
||||||
|
# Recycle Bin used on file shares
|
||||||
|
$RECYCLE.BIN/
|
||||||
|
|
||||||
|
# Windows Installer files
|
||||||
|
*.cab
|
||||||
|
*.msi
|
||||||
|
*.msix
|
||||||
|
*.msm
|
||||||
|
*.msp
|
||||||
|
|
||||||
|
# Windows shortcuts
|
||||||
|
*.lnk
|
||||||
|
|
||||||
|
# Vim temporary swap files
|
||||||
|
*.swp
|
|
@ -0,0 +1,6 @@
|
||||||
|
namespace Syntriax.Engine.Core.Abstract;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Indicates the class implementing it has Assignable fields that are necessary for the engine to work properly.
|
||||||
|
/// </summary>
|
||||||
|
public interface IAssignable { }
|
|
@ -0,0 +1,26 @@
|
||||||
|
using System;
|
||||||
|
|
||||||
|
namespace Syntriax.Engine.Core.Abstract;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Indicates the object is an <see cref="IAssignable"/> with an assignable <see cref="IBehaviourController"/> field.
|
||||||
|
/// </summary>
|
||||||
|
public interface IAssignableBehaviourController : IAssignable
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// Callback triggered when the <see cref="IBehaviourController"/> value has has been assigned a new value.
|
||||||
|
/// </summary>
|
||||||
|
Action<IAssignableBehaviourController>? OnBehaviourControllerAssigned { get; set; }
|
||||||
|
|
||||||
|
/// <inheritdoc cref="IBehaviourController" />
|
||||||
|
IBehaviourController BehaviourController { get; }
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Assign a value to the <see cref="IBehaviourController"/> field of this object
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="behaviourController">New <see cref="IBehaviourController"/> to assign.</param>
|
||||||
|
/// <returns>
|
||||||
|
/// <see cref="true"/>, if the value given assigned successfully assigned, <see cref="false"/> if not.
|
||||||
|
/// </returns>
|
||||||
|
bool Assign(IBehaviourController behaviourController);
|
||||||
|
}
|
|
@ -0,0 +1,26 @@
|
||||||
|
using System;
|
||||||
|
|
||||||
|
namespace Syntriax.Engine.Core.Abstract;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Indicates the object is an <see cref="IAssignable"/> with an assignable <see cref="IEntity"/> field.
|
||||||
|
/// </summary>
|
||||||
|
public interface IAssignableEntity : IAssignable
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// Callback triggered when the <see cref="IEntity"/> value has has been assigned a new value.
|
||||||
|
/// </summary>
|
||||||
|
Action<IAssignableEntity>? OnEntityAssigned { get; set; }
|
||||||
|
|
||||||
|
/// <inheritdoc cref="IEntity" />
|
||||||
|
IEntity Entity { get; }
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Assign a value to the <see cref="IEntity"/> field of this object
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="entity">New <see cref="IEntity"/> to assign.</param>
|
||||||
|
/// <returns>
|
||||||
|
/// <see cref="true"/>, if the value given assigned successfully assigned, <see cref="false"/> if not.
|
||||||
|
/// </returns>
|
||||||
|
bool Assign(IEntity entity);
|
||||||
|
}
|
|
@ -0,0 +1,26 @@
|
||||||
|
using System;
|
||||||
|
|
||||||
|
namespace Syntriax.Engine.Core.Abstract;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Indicates the object is an <see cref="IAssignable"/> with an assignable <see cref="IGameObject"/> field.
|
||||||
|
/// </summary>
|
||||||
|
public interface IAssignableGameObject : IAssignable
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// Callback triggered when the <see cref="IGameObject"/> value has has been assigned a new value.
|
||||||
|
/// </summary>
|
||||||
|
Action<IAssignableGameObject>? OnGameObjectAssigned { get; set; }
|
||||||
|
|
||||||
|
/// <inheritdoc cref="IGameObject" />
|
||||||
|
IGameObject GameObject { get; }
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Assign a value to the <see cref="IGameObject"/> field of this object
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="gameObject">New <see cref="IGameObject"/> to assign.</param>
|
||||||
|
/// <returns>
|
||||||
|
/// <see cref="true"/>, if the value given assigned successfully assigned, <see cref="false"/> if not.
|
||||||
|
/// </returns>
|
||||||
|
bool Assign(IGameObject gameObject);
|
||||||
|
}
|
|
@ -0,0 +1,26 @@
|
||||||
|
using System;
|
||||||
|
|
||||||
|
namespace Syntriax.Engine.Core.Abstract;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Indicates the object is an <see cref="IAssignable"/> with an assignable <see cref="ISprite"/> field.
|
||||||
|
/// </summary>
|
||||||
|
public interface IAssignableSprite : IAssignable
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// Callback triggered when the <see cref="ISprite"/> value has has been assigned a new value.
|
||||||
|
/// </summary>
|
||||||
|
Action<IAssignableSprite>? OnSpriteAssigned { get; set; }
|
||||||
|
|
||||||
|
/// <inheritdoc cref="ISprite" />
|
||||||
|
ISprite Sprite { get; }
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Assign a value to the <see cref="ISprite"/> field of this object
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="sprite">New <see cref="ISprite"/> to assign.</param>
|
||||||
|
/// <returns>
|
||||||
|
/// <see cref="true"/>, if the value given assigned successfully assigned, <see cref="false"/> if not.
|
||||||
|
/// </returns>
|
||||||
|
bool Assign(ISprite sprite);
|
||||||
|
}
|
|
@ -0,0 +1,26 @@
|
||||||
|
using System;
|
||||||
|
|
||||||
|
namespace Syntriax.Engine.Core.Abstract;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Indicates the object is an <see cref="IAssignable"/> with an assignable <see cref="IStateEnable"/> field.
|
||||||
|
/// </summary>
|
||||||
|
public interface IAssignableStateEnable : IAssignable
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// Callback triggered when the <see cref="IStateEnable"/> value has has been assigned a new value.
|
||||||
|
/// </summary>
|
||||||
|
Action<IAssignableStateEnable>? OnStateEnableAssigned { get; set; }
|
||||||
|
|
||||||
|
/// <inheritdoc cref="IStateEnable" />
|
||||||
|
IStateEnable StateEnable { get; }
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Assign a value to the <see cref="IStateEnable"/> field of this object
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="stateEnable">New <see cref="IStateEnable"/> to assign.</param>
|
||||||
|
/// <returns>
|
||||||
|
/// <see cref="true"/>, if the value given assigned successfully assigned, <see cref="false"/> if not.
|
||||||
|
/// </returns>
|
||||||
|
bool Assign(IStateEnable stateEnable);
|
||||||
|
}
|
|
@ -0,0 +1,26 @@
|
||||||
|
using System;
|
||||||
|
|
||||||
|
namespace Syntriax.Engine.Core.Abstract;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Indicates the object is an <see cref="IAssignable"/> with an assignable <see cref="ITransform"/> field.
|
||||||
|
/// </summary>
|
||||||
|
public interface IAssignableTransform : IAssignable
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// Callback triggered when the <see cref="ITransform"/> value has has been assigned a new value.
|
||||||
|
/// </summary>
|
||||||
|
Action<IAssignableTransform>? OnTransformAssigned { get; set; }
|
||||||
|
|
||||||
|
/// <inheritdoc cref="ITransform" />
|
||||||
|
ITransform Transform { get; }
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Assign a value to the <see cref="ITransform"/> field of this object
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="transform">New <see cref="ITransform"/> to assign.</param>
|
||||||
|
/// <returns>
|
||||||
|
/// <see cref="true"/>, if the value given assigned successfully assigned, <see cref="false"/> if not.
|
||||||
|
/// </returns>
|
||||||
|
bool Assign(ITransform transform);
|
||||||
|
}
|
|
@ -0,0 +1,19 @@
|
||||||
|
using System;
|
||||||
|
|
||||||
|
namespace Syntriax.Engine.Core.Abstract;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Responsible for every behaviour an object in the game might have, controlled by <see cref="IBehaviourController"/>.
|
||||||
|
/// </summary>
|
||||||
|
public interface IBehaviour : IEntity, IAssignableBehaviourController, IAssignableStateEnable, IInitialize
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// Callback triggered when the <see cref="Priority"/> has changed.
|
||||||
|
/// </summary>
|
||||||
|
Action<IBehaviour>? OnPriorityChanged { get; set; }
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Call priority of the <see cref="IBehaviour"/>.
|
||||||
|
/// </summary>
|
||||||
|
int Priority { get; set; }
|
||||||
|
}
|
|
@ -0,0 +1,85 @@
|
||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using System.Diagnostics.CodeAnalysis;
|
||||||
|
|
||||||
|
using Microsoft.Xna.Framework;
|
||||||
|
|
||||||
|
namespace Syntriax.Engine.Core.Abstract;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Responsible for controlling <see cref="IBehaviour"/>s and notify them accordingly about the engine's updates. Connected to an <see cref="IGameObject"/>.
|
||||||
|
/// </summary>
|
||||||
|
public interface IBehaviourController : IAssignableGameObject
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// Callback triggered when the <see cref="Update(GameTime)"/> is called.
|
||||||
|
/// </summary>
|
||||||
|
Action<IBehaviourController, GameTime>? OnUpdate { get; set; }
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Callback triggered when the <see cref="OnPreDraw(GameTime)"/> is called.
|
||||||
|
/// </summary>
|
||||||
|
Action<IBehaviourController, GameTime>? OnPreDraw { get; set; }
|
||||||
|
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Callback triggered when the <see cref="IBehaviourController"/> has been registered a new <see cref="IBehaviour"/>.
|
||||||
|
/// </summary>
|
||||||
|
Action<IBehaviourController, IBehaviour>? OnBehaviourAdded { get; set; }
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Callback triggered when the <see cref="IBehaviourController"/> has been removed an existing <see cref="IBehaviour"/>.
|
||||||
|
/// </summary>
|
||||||
|
Action<IBehaviourController, IBehaviour>? OnBehaviourRemoved { get; set; }
|
||||||
|
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Registers the provided <see cref="IBehaviour"/> to be controlled by the <see cref="IBehaviourController"/>.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="behaviour">Uninitialized <see cref="IBehaviour"/> to be registered.</param>
|
||||||
|
/// <typeparam name="T">An implemented class of <see cref="IBehaviour"/></typeparam>
|
||||||
|
/// <returns>The provided <see cref="IBehaviour"/> class after initialization.</returns>
|
||||||
|
T AddBehaviour<T>(T behaviour) where T : class, IBehaviour;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Instantiates the provided <see cref="IBehaviour"/> type and registers it to the <see cref="IBehaviourController"/>.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="args">Constructor parameters for the given <see cref="IBehaviour"/> class.</param>
|
||||||
|
/// <typeparam name="T">An implemented class of <see cref="IBehaviour"/></typeparam>
|
||||||
|
/// <returns>The instantiated <see cref="IBehaviour"/> class after initialization.</returns>
|
||||||
|
T AddBehaviour<T>(params object?[]? args) where T : class, IBehaviour;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Looks up and tries to get the <see cref="IBehaviour"/> that is controlled by the <see cref="IBehaviourController"/>.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="behaviour">If return value is <see cref="true"/> outputs the class found in the <see cref="IBehaviourController"/>. If the return value is falls, this parameter is <see cref="null"/></param>
|
||||||
|
/// <typeparam name="T">An implemented class or <see cref="interface"/></typeparam>
|
||||||
|
/// <returns>
|
||||||
|
/// <see cref="true"/>, if the type of <see cref="IBehaviour"/> is present in the <see cref="IBehaviourController"/>, <see cref="false"/> if not.
|
||||||
|
/// </returns>
|
||||||
|
bool TryGetBehaviour<T>([NotNullWhen(returnValue: true)] out T? behaviour);
|
||||||
|
|
||||||
|
/// <typeparam name="T">An implemented class or <see cref="interface"/> of <see cref="IBehaviour"/></typeparam>
|
||||||
|
/// <returns>Returns a list of all the matching <see cref="IBehaviour"/>s found in the <see cref="IBehaviourController"/>.</returns>
|
||||||
|
IList<T> GetBehaviours<T>() where T : IBehaviour;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Removes the <see cref="IBehaviour"/> found in the <see cref="IBehaviourController"/>.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="removeAll">If all of the instances of the given Type is to be removed or not.</param>
|
||||||
|
/// <typeparam name="T">An implemented class or <see cref="interface"/> of <see cref="IBehaviour"/></typeparam>
|
||||||
|
void RemoveBehaviour<T>(bool removeAll = false) where T : IBehaviour;
|
||||||
|
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// To be called in every frame of the engine. Responsible for notifying <see cref="IBehaviour"/>'s under the <see cref="IBehaviourController"/>'s control that a new frame is happening.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="gameTime"><see cref="GameTime"/> information from the game.</param>
|
||||||
|
void Update(GameTime gameTime);
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// To be called before every draw call from the engine. Responsible for notifying <see cref="IBehaviour"/>'s under the <see cref="IBehaviourController"/>'s control that the engine is about to start drawing into the screen.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="gameTime"><see cref="GameTime"/> information from the game.</param>
|
||||||
|
void UpdatePreDraw(GameTime gameTime);
|
||||||
|
}
|
|
@ -0,0 +1,5 @@
|
||||||
|
namespace Syntriax.Engine.Core.Abstract;
|
||||||
|
|
||||||
|
public interface IEntity : IAssignableStateEnable
|
||||||
|
{
|
||||||
|
}
|
|
@ -0,0 +1,12 @@
|
||||||
|
using System;
|
||||||
|
|
||||||
|
using Microsoft.Xna.Framework;
|
||||||
|
|
||||||
|
namespace Syntriax.Engine.Core.Abstract;
|
||||||
|
|
||||||
|
public interface IGameObject : IEntity, IAssignableTransform, IAssignableBehaviourController, INameable, IInitialize
|
||||||
|
{
|
||||||
|
Action<IGameObject, GameTime>? OnUpdated { get; set; }
|
||||||
|
|
||||||
|
void Update(GameTime time);
|
||||||
|
}
|
|
@ -0,0 +1,13 @@
|
||||||
|
using System;
|
||||||
|
|
||||||
|
namespace Syntriax.Engine.Core.Abstract;
|
||||||
|
|
||||||
|
public interface IInitialize : IEntity
|
||||||
|
{
|
||||||
|
Action<IInitialize>? OnInitialized { get; set; }
|
||||||
|
Action<IInitialize>? OnFinalized { get; set; }
|
||||||
|
bool Initialized { get; }
|
||||||
|
|
||||||
|
bool Initialize();
|
||||||
|
bool Finalize();
|
||||||
|
}
|
|
@ -0,0 +1,9 @@
|
||||||
|
using System;
|
||||||
|
|
||||||
|
namespace Syntriax.Engine.Core.Abstract;
|
||||||
|
|
||||||
|
public interface INameable
|
||||||
|
{
|
||||||
|
Action<IEntity>? OnNameChanged { get; set; }
|
||||||
|
string Name { get; set; }
|
||||||
|
}
|
|
@ -0,0 +1,17 @@
|
||||||
|
using System;
|
||||||
|
using Microsoft.Xna.Framework;
|
||||||
|
using Microsoft.Xna.Framework.Graphics;
|
||||||
|
|
||||||
|
namespace Syntriax.Engine.Core.Abstract;
|
||||||
|
|
||||||
|
// TODO Probably gonna have to rethink this
|
||||||
|
public interface ISprite
|
||||||
|
{
|
||||||
|
Action<ISprite>? OnTextureChanged { get; set; }
|
||||||
|
Action<ISprite>? OnColorChanged { get; set; }
|
||||||
|
Action<ISprite>? OnDepthChanged { get; set; }
|
||||||
|
|
||||||
|
Texture2D Texture2D { get; set; }
|
||||||
|
Color Color { get; set; }
|
||||||
|
float Depth { get; set; }
|
||||||
|
}
|
|
@ -0,0 +1,9 @@
|
||||||
|
using System;
|
||||||
|
|
||||||
|
namespace Syntriax.Engine.Core.Abstract;
|
||||||
|
|
||||||
|
public interface IStateEnable : IAssignableEntity
|
||||||
|
{
|
||||||
|
Action<IStateEnable>? OnEnabledChanged { get; set; }
|
||||||
|
bool Enabled { get; set; }
|
||||||
|
}
|
|
@ -0,0 +1,17 @@
|
||||||
|
using System;
|
||||||
|
|
||||||
|
using Microsoft.Xna.Framework;
|
||||||
|
|
||||||
|
namespace Syntriax.Engine.Core.Abstract;
|
||||||
|
|
||||||
|
public interface ITransform
|
||||||
|
{
|
||||||
|
Action<ITransform>? OnPositionChanged { get; set; }
|
||||||
|
Action<ITransform>? OnScaleChanged { get; set; }
|
||||||
|
Action<ITransform>? OnRotationChanged { get; set; }
|
||||||
|
|
||||||
|
Vector2 Position { get; set; }
|
||||||
|
Vector2 Scale { get; set; }
|
||||||
|
|
||||||
|
float Rotation { get; set; }
|
||||||
|
}
|
|
@ -0,0 +1,99 @@
|
||||||
|
using System;
|
||||||
|
using Syntriax.Engine.Core.Abstract;
|
||||||
|
using Syntriax.Engine.Core.Exceptions;
|
||||||
|
|
||||||
|
namespace Syntriax.Engine.Core;
|
||||||
|
|
||||||
|
public abstract class Behaviour : IBehaviour
|
||||||
|
{
|
||||||
|
public Action<IAssignableStateEnable>? OnStateEnableAssigned { get; set; } = null;
|
||||||
|
public Action<IAssignableBehaviourController>? OnBehaviourControllerAssigned { get; set; } = null;
|
||||||
|
|
||||||
|
public Action<IInitialize>? OnInitialized { get; set; } = null;
|
||||||
|
public Action<IInitialize>? OnFinalized { get; set; } = null;
|
||||||
|
public Action<IBehaviour>? OnPriorityChanged { get; set; } = null;
|
||||||
|
|
||||||
|
|
||||||
|
private IBehaviourController _behaviourController = null!;
|
||||||
|
private IStateEnable _stateEnable = null!;
|
||||||
|
|
||||||
|
private bool _initialized = false;
|
||||||
|
private int _priority = 0;
|
||||||
|
|
||||||
|
public IStateEnable StateEnable => _stateEnable;
|
||||||
|
public IBehaviourController BehaviourController => _behaviourController;
|
||||||
|
|
||||||
|
public bool Initialized
|
||||||
|
{
|
||||||
|
get => _initialized;
|
||||||
|
private set
|
||||||
|
{
|
||||||
|
if (value == _initialized)
|
||||||
|
return;
|
||||||
|
|
||||||
|
_initialized = value;
|
||||||
|
if (value)
|
||||||
|
OnInitialized?.Invoke(this);
|
||||||
|
else
|
||||||
|
OnFinalized?.Invoke(this);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public int Priority
|
||||||
|
{
|
||||||
|
get => _priority;
|
||||||
|
set
|
||||||
|
{
|
||||||
|
if (value == _priority)
|
||||||
|
return;
|
||||||
|
|
||||||
|
_priority = value;
|
||||||
|
OnPriorityChanged?.Invoke(this);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool Assign(IStateEnable stateEnable)
|
||||||
|
{
|
||||||
|
if (_initialized)
|
||||||
|
return false;
|
||||||
|
|
||||||
|
_stateEnable = stateEnable;
|
||||||
|
_stateEnable.Assign(this);
|
||||||
|
OnStateEnableAssigned?.Invoke(this);
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool Assign(IBehaviourController behaviourController)
|
||||||
|
{
|
||||||
|
if (_behaviourController is not null)
|
||||||
|
return false;
|
||||||
|
|
||||||
|
_behaviourController = behaviourController;
|
||||||
|
OnBehaviourControllerAssigned?.Invoke(this);
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool Initialize()
|
||||||
|
{
|
||||||
|
if (Initialized)
|
||||||
|
return false;
|
||||||
|
|
||||||
|
NotAssignedException.Check(this, _behaviourController);
|
||||||
|
NotAssignedException.Check(this, _stateEnable);
|
||||||
|
|
||||||
|
Initialized = true;
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool Finalize()
|
||||||
|
{
|
||||||
|
if (!Initialized)
|
||||||
|
return false;
|
||||||
|
|
||||||
|
_behaviourController = null!;
|
||||||
|
_stateEnable = null!;
|
||||||
|
|
||||||
|
Initialized = false;
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,138 @@
|
||||||
|
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;
|
||||||
|
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)
|
||||||
|
{
|
||||||
|
if (_gameObject is not null)
|
||||||
|
return false;
|
||||||
|
|
||||||
|
_gameObject = gameObject;
|
||||||
|
OnGameObjectAssigned?.Invoke(this);
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
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);
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,58 @@
|
||||||
|
using System;
|
||||||
|
using Microsoft.Xna.Framework;
|
||||||
|
|
||||||
|
using Syntriax.Engine.Core.Abstract;
|
||||||
|
|
||||||
|
namespace Syntriax.Engine.Core;
|
||||||
|
|
||||||
|
public abstract class BehaviourOverride : Behaviour
|
||||||
|
{
|
||||||
|
protected IGameObject GameObject => BehaviourController.GameObject;
|
||||||
|
protected ITransform Transform => BehaviourController.GameObject.Transform;
|
||||||
|
|
||||||
|
public BehaviourOverride()
|
||||||
|
{
|
||||||
|
OnInitialized += OnInitialize;
|
||||||
|
OnFinalized += OnFinalize;
|
||||||
|
}
|
||||||
|
|
||||||
|
protected virtual void OnInitialize() { }
|
||||||
|
private void OnInitialize(IInitialize _)
|
||||||
|
{
|
||||||
|
BehaviourController.OnPreDraw += PreDraw;
|
||||||
|
BehaviourController.OnUpdate += Update;
|
||||||
|
OnInitialize();
|
||||||
|
}
|
||||||
|
|
||||||
|
protected virtual void OnFinalize() { }
|
||||||
|
private void OnFinalize(IInitialize _)
|
||||||
|
{
|
||||||
|
BehaviourController.OnPreDraw -= PreDraw;
|
||||||
|
BehaviourController.OnUpdate -= Update;
|
||||||
|
OnFinalize();
|
||||||
|
}
|
||||||
|
|
||||||
|
protected virtual void OnUpdatePreEnabledCheck(GameTime time) { }
|
||||||
|
protected virtual void OnUpdate(GameTime time) { }
|
||||||
|
private void Update(IBehaviourController _, GameTime time)
|
||||||
|
{
|
||||||
|
OnUpdatePreEnabledCheck(time);
|
||||||
|
|
||||||
|
if (!StateEnable.Enabled)
|
||||||
|
return;
|
||||||
|
|
||||||
|
OnUpdate(time);
|
||||||
|
}
|
||||||
|
|
||||||
|
protected virtual void OnPreDrawPreEnabledCheck(GameTime time) { }
|
||||||
|
protected virtual void OnPreDraw(GameTime time) { }
|
||||||
|
private void PreDraw(IBehaviourController _, GameTime time)
|
||||||
|
{
|
||||||
|
OnPreDrawPreEnabledCheck(time);
|
||||||
|
|
||||||
|
if (!StateEnable.Enabled)
|
||||||
|
return;
|
||||||
|
|
||||||
|
OnPreDraw(time);
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,42 @@
|
||||||
|
using System;
|
||||||
|
|
||||||
|
using Microsoft.Xna.Framework;
|
||||||
|
using Microsoft.Xna.Framework.Graphics;
|
||||||
|
|
||||||
|
using Syntriax.Engine.Core.Abstract;
|
||||||
|
|
||||||
|
using ISprite = Syntriax.Engine.Core.Abstract.ISprite;
|
||||||
|
|
||||||
|
namespace Syntriax.Engine.Core.Behaviours;
|
||||||
|
|
||||||
|
public class DrawableSpriteBehaviour : Behaviour, IDrawBehaviour, IAssignableSprite
|
||||||
|
{
|
||||||
|
public Action<IAssignableSprite>? OnSpriteAssigned { get; set; } = null;
|
||||||
|
|
||||||
|
private ISprite _sprite = null!;
|
||||||
|
|
||||||
|
public ISprite Sprite => _sprite;
|
||||||
|
|
||||||
|
public void Draw(SpriteBatch spriteBatch)
|
||||||
|
{
|
||||||
|
if (!StateEnable.Enabled)
|
||||||
|
return;
|
||||||
|
|
||||||
|
Vector2 position = BehaviourController.GameObject.Transform.Position;
|
||||||
|
Vector2 scale = BehaviourController.GameObject.Transform.Scale;
|
||||||
|
|
||||||
|
Rectangle rectangle = new Rectangle((int)position.X, (int)position.Y, (int)(Sprite.Texture2D.Width * scale.X), (int)(Sprite.Texture2D.Height * scale.Y));
|
||||||
|
|
||||||
|
spriteBatch.Draw(Sprite.Texture2D, rectangle, Sprite.Color);
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool Assign(ISprite sprite)
|
||||||
|
{
|
||||||
|
if (_sprite is not null)
|
||||||
|
return false;
|
||||||
|
|
||||||
|
_sprite = sprite;
|
||||||
|
OnSpriteAssigned?.Invoke(this);
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,9 @@
|
||||||
|
using Microsoft.Xna.Framework.Graphics;
|
||||||
|
using Syntriax.Engine.Core.Abstract;
|
||||||
|
|
||||||
|
namespace Syntriax.Engine.Core.Behaviours;
|
||||||
|
|
||||||
|
public interface IDrawBehaviour : IBehaviour
|
||||||
|
{
|
||||||
|
public void Draw(SpriteBatch spriteBatch);
|
||||||
|
}
|
|
@ -0,0 +1,12 @@
|
||||||
|
<Project Sdk="Microsoft.NET.Sdk">
|
||||||
|
|
||||||
|
<PropertyGroup>
|
||||||
|
<TargetFramework>net8.0</TargetFramework>
|
||||||
|
<ImplicitUsings>enable</ImplicitUsings>
|
||||||
|
<Nullable>enable</Nullable>
|
||||||
|
</PropertyGroup>
|
||||||
|
|
||||||
|
<ItemGroup>
|
||||||
|
<PackageReference Include="MonoGame.Framework.DesktopGL" Version="3.8.1.303" />
|
||||||
|
</ItemGroup>
|
||||||
|
</Project>
|
|
@ -0,0 +1,20 @@
|
||||||
|
using System;
|
||||||
|
using Syntriax.Engine.Core.Abstract;
|
||||||
|
|
||||||
|
namespace Syntriax.Engine.Core.Exceptions;
|
||||||
|
|
||||||
|
public class AssignException : Exception
|
||||||
|
{
|
||||||
|
public AssignException() : base("Assign operation has failed.") { }
|
||||||
|
public AssignException(string? message) : base(message) { }
|
||||||
|
|
||||||
|
// public static AssignException FromStateEnable(IStateEnable? stateEnable)
|
||||||
|
// => new AssignException($"{nameof(IGameObject.AssignStateEnable)} failed on type {stateEnable?.GetType().ToString() ?? "\"null\""}");
|
||||||
|
public static AssignException From<T, T2>(T to, T2? value)
|
||||||
|
=> new AssignException($"Assign operation has failed on T: {typeof(T).FullName}, value: {value?.GetType().ToString() ?? "\"null\""}");
|
||||||
|
// public static AssignException FromBehaviourController(IBehaviourController? behaviourController)
|
||||||
|
// => new AssignException($"{nameof(IGameObject.AssignBehaviourController)} failed on type {behaviourController?.GetType().ToString() ?? "\"null\""}");
|
||||||
|
}
|
||||||
|
// throw new Exception($"{nameof(IGameObject.AssignTransform)} failed on type {transform?.GetType().ToString() ?? "null"} for type {typeof(T).FullName}");
|
||||||
|
// throw new Exception($"{nameof(IGameObject.AssignBehaviourController)} failed on type {behaviourController?.GetType().ToString() ?? "null"} for type {typeof(T).FullName}");
|
||||||
|
// throw new Exception($"{nameof(IGameObject.AssignStateEnable)} failed on type {stateEnable?.GetType().ToString() ?? "null"} for type {typeof(T).FullName}");
|
|
@ -0,0 +1,21 @@
|
||||||
|
using System;
|
||||||
|
using Syntriax.Engine.Core.Abstract;
|
||||||
|
|
||||||
|
namespace Syntriax.Engine.Core.Exceptions;
|
||||||
|
|
||||||
|
public class NotAssignedException : Exception
|
||||||
|
{
|
||||||
|
public NotAssignedException() : base("The object has not been assigned.") { }
|
||||||
|
public NotAssignedException(string? message) : base(message) { }
|
||||||
|
|
||||||
|
public static NotAssignedException From<T1, T2>(T1 to, T2? value) where T1 : IAssignable
|
||||||
|
=> new NotAssignedException($"{typeof(T2).Name} has not been assigned to {typeof(T1).Name}");
|
||||||
|
|
||||||
|
public static void Check<T1, T2>(T1 to, T2? value) where T1 : IAssignable
|
||||||
|
{
|
||||||
|
if (value is not null)
|
||||||
|
return;
|
||||||
|
|
||||||
|
throw From(to, value);
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,6 @@
|
||||||
|
namespace Syntriax.Engine.Core.Factory.Abstract;
|
||||||
|
|
||||||
|
public interface IFactory<TInterface> where TInterface : class
|
||||||
|
{
|
||||||
|
T Get<T>(params object?[]? args) where T : class, TInterface;
|
||||||
|
}
|
|
@ -0,0 +1,21 @@
|
||||||
|
using Syntriax.Engine.Core.Abstract;
|
||||||
|
using Syntriax.Engine.Core.Exceptions;
|
||||||
|
|
||||||
|
namespace Syntriax.Engine.Core.Factory;
|
||||||
|
|
||||||
|
public class BehaviourControllerFactory
|
||||||
|
{
|
||||||
|
public IBehaviourController Instantiate(IGameObject gameObject)
|
||||||
|
=> Instantiate<BehaviourController>(gameObject);
|
||||||
|
|
||||||
|
public T Instantiate<T>(IGameObject gameObject, params object?[]? args)
|
||||||
|
where T : class, IBehaviourController
|
||||||
|
{
|
||||||
|
T behaviourController = TypeFactory.Get<T>(args);
|
||||||
|
|
||||||
|
if (!behaviourController.Assign(gameObject))
|
||||||
|
throw AssignException.From(behaviourController, gameObject);
|
||||||
|
|
||||||
|
return behaviourController;
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,27 @@
|
||||||
|
using Syntriax.Engine.Core.Abstract;
|
||||||
|
using Syntriax.Engine.Core.Exceptions;
|
||||||
|
|
||||||
|
namespace Syntriax.Engine.Core.Factory;
|
||||||
|
|
||||||
|
public class BehaviourFactory
|
||||||
|
{
|
||||||
|
public T Instantiate<T>(IGameObject gameObject, params object?[]? args) where T : class, IBehaviour
|
||||||
|
=> Instantiate<T>(gameObject, stateEnable: null, args);
|
||||||
|
|
||||||
|
public T Instantiate<T>(IGameObject gameObject, IStateEnable? stateEnable, params object?[]? args)
|
||||||
|
where T : class, IBehaviour
|
||||||
|
{
|
||||||
|
T behaviour = TypeFactory.Get<T>(args);
|
||||||
|
|
||||||
|
stateEnable ??= TypeFactory.Get<StateEnable>();
|
||||||
|
if (!stateEnable.Assign(behaviour))
|
||||||
|
throw AssignException.From(stateEnable, behaviour);
|
||||||
|
|
||||||
|
if (!behaviour.Assign(gameObject.BehaviourController))
|
||||||
|
throw AssignException.From(behaviour, gameObject.BehaviourController);
|
||||||
|
if (!behaviour.Assign(stateEnable))
|
||||||
|
throw AssignException.From(behaviour, stateEnable);
|
||||||
|
|
||||||
|
return behaviour;
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,23 @@
|
||||||
|
using System;
|
||||||
|
using Syntriax.Engine.Core.Factory.Abstract;
|
||||||
|
|
||||||
|
namespace Syntriax.Engine.Core.Factory;
|
||||||
|
|
||||||
|
public abstract class FactoryBase<TInterface> : IFactory<TInterface>
|
||||||
|
where TInterface : class
|
||||||
|
{
|
||||||
|
public virtual T Get<T>(params object?[]? args) where T : class, TInterface
|
||||||
|
{
|
||||||
|
T? result;
|
||||||
|
|
||||||
|
if (args is not null && args.Length != 0)
|
||||||
|
result = Activator.CreateInstance(typeof(T), args) as T;
|
||||||
|
else
|
||||||
|
result = Activator.CreateInstance(typeof(T)) as T;
|
||||||
|
|
||||||
|
if (result is null)
|
||||||
|
throw new Exception($"{typeof(TInterface).Name} of type {typeof(T).Name} could not be created.");
|
||||||
|
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,39 @@
|
||||||
|
using Syntriax.Engine.Core.Abstract;
|
||||||
|
using Syntriax.Engine.Core.Exceptions;
|
||||||
|
|
||||||
|
namespace Syntriax.Engine.Core.Factory;
|
||||||
|
|
||||||
|
public class GameObjectFactory
|
||||||
|
{
|
||||||
|
public T Instantiate<T>(params object?[]? args) where T : class, IGameObject
|
||||||
|
=> Instantiate<T>(transform: null, behaviourController: null, stateEnable: null, args);
|
||||||
|
|
||||||
|
public T Instantiate<T>(
|
||||||
|
ITransform? transform = null,
|
||||||
|
IBehaviourController? behaviourController = null,
|
||||||
|
IStateEnable? stateEnable = null,
|
||||||
|
params object?[]? args
|
||||||
|
)
|
||||||
|
where T : class, IGameObject
|
||||||
|
{
|
||||||
|
T gameObject = TypeFactory.Get<T>(args);
|
||||||
|
|
||||||
|
transform ??= TypeFactory.Get<Transform>();
|
||||||
|
behaviourController ??= TypeFactory.Get<BehaviourController>();
|
||||||
|
stateEnable ??= TypeFactory.Get<StateEnable>();
|
||||||
|
|
||||||
|
if (!behaviourController.Assign(gameObject))
|
||||||
|
throw AssignException.From(behaviourController, gameObject);
|
||||||
|
if (!stateEnable.Assign(gameObject))
|
||||||
|
throw AssignException.From(stateEnable, gameObject);
|
||||||
|
|
||||||
|
if (!gameObject.Assign(transform))
|
||||||
|
throw AssignException.From(gameObject, transform);
|
||||||
|
if (!gameObject.Assign(behaviourController))
|
||||||
|
throw AssignException.From(gameObject, behaviourController);
|
||||||
|
if (!gameObject.Assign(stateEnable))
|
||||||
|
throw AssignException.From(gameObject, stateEnable);
|
||||||
|
|
||||||
|
return gameObject;
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,19 @@
|
||||||
|
using Syntriax.Engine.Core.Abstract;
|
||||||
|
using Syntriax.Engine.Core.Exceptions;
|
||||||
|
|
||||||
|
namespace Syntriax.Engine.Core.Factory;
|
||||||
|
|
||||||
|
public class StateEnableFactory
|
||||||
|
{
|
||||||
|
public IStateEnable Instantiate(IEntity entity) => Instantiate<StateEnable>(entity);
|
||||||
|
|
||||||
|
public T Instantiate<T>(IEntity entity, params object?[]? args) where T : class, IStateEnable
|
||||||
|
{
|
||||||
|
T stateEnable = TypeFactory.Get<T>(args);
|
||||||
|
|
||||||
|
if (!stateEnable.Assign(entity))
|
||||||
|
throw AssignException.From(stateEnable, entity);
|
||||||
|
|
||||||
|
return stateEnable;
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,10 @@
|
||||||
|
using Syntriax.Engine.Core.Abstract;
|
||||||
|
|
||||||
|
namespace Syntriax.Engine.Core.Factory;
|
||||||
|
|
||||||
|
public class TransformFactory
|
||||||
|
{
|
||||||
|
public ITransform Instantiate() => TypeFactory.Get<Transform>();
|
||||||
|
public T Instantiate<T>(params object?[]? args) where T : class, ITransform
|
||||||
|
=> TypeFactory.Get<T>(args);
|
||||||
|
}
|
|
@ -0,0 +1,21 @@
|
||||||
|
using System;
|
||||||
|
|
||||||
|
namespace Syntriax.Engine.Core.Factory;
|
||||||
|
|
||||||
|
public static class TypeFactory
|
||||||
|
{
|
||||||
|
public static T Get<T>(params object?[]? args) where T : class
|
||||||
|
{
|
||||||
|
T? result;
|
||||||
|
|
||||||
|
if (args is not null && args.Length != 0)
|
||||||
|
result = Activator.CreateInstance(typeof(T), args) as T;
|
||||||
|
else
|
||||||
|
result = Activator.CreateInstance(typeof(T)) as T;
|
||||||
|
|
||||||
|
if (result is null)
|
||||||
|
throw new Exception($"{typeof(T).Name} of type {typeof(T).Name} could not be created.");
|
||||||
|
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,62 @@
|
||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
|
||||||
|
using Microsoft.Xna.Framework;
|
||||||
|
|
||||||
|
using Syntriax.Engine.Core.Abstract;
|
||||||
|
using Syntriax.Engine.Core.Factory;
|
||||||
|
|
||||||
|
namespace Syntriax.Engine.Core;
|
||||||
|
|
||||||
|
public class GameManager
|
||||||
|
{
|
||||||
|
public Game Game { get; private set; } = null!;
|
||||||
|
private IList<IGameObject> _gameObjects = new List<IGameObject>(Constants.GAME_OBJECTS_SIZE_INITIAL);
|
||||||
|
|
||||||
|
private GameObjectFactory _gameObjectFactory = null!;
|
||||||
|
private GameObjectFactory GameObjectFactory
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
if (_gameObjectFactory is null)
|
||||||
|
_gameObjectFactory = new GameObjectFactory();
|
||||||
|
return _gameObjectFactory;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public IList<IGameObject> GameObjects => _gameObjects;
|
||||||
|
|
||||||
|
public void RegisterGameObject(IGameObject gameObject)
|
||||||
|
{
|
||||||
|
if (_gameObjects.Contains(gameObject))
|
||||||
|
throw new Exception($"{nameof(IGameComponent)} named {gameObject.Name} is already registered to the {nameof(GameManager)}.");
|
||||||
|
|
||||||
|
_gameObjects.Add(gameObject);
|
||||||
|
}
|
||||||
|
|
||||||
|
public T InstantiateGameObject<T>() where T : class, IGameObject
|
||||||
|
{
|
||||||
|
T gameObject = GameObjectFactory.Instantiate<T>();
|
||||||
|
_gameObjects.Add(gameObject);
|
||||||
|
return gameObject;
|
||||||
|
}
|
||||||
|
|
||||||
|
// public TGameObject RegisterGameObject<TGameObject, TTransform, TBehaviourController, TStateEnable>()
|
||||||
|
// where TGameObject : class, IGameObject
|
||||||
|
// where TTransform : class, ITransform
|
||||||
|
// where TBehaviourController : class, IBehaviourController
|
||||||
|
// where TStateEnable : class, IStateEnable
|
||||||
|
// {
|
||||||
|
// TGameObject gameObject = Factory.GameObjectFactory.Get<TGameObject>();
|
||||||
|
// _gameObjects.Add(gameObject);
|
||||||
|
// return gameObject;
|
||||||
|
// }
|
||||||
|
|
||||||
|
public void RemoveGameObject(IGameObject gameObject)
|
||||||
|
{
|
||||||
|
if (!_gameObjects.Contains(gameObject))
|
||||||
|
throw new Exception($"{nameof(IGameComponent)} named {gameObject.Name} is not registered to the {nameof(GameManager)}.");
|
||||||
|
|
||||||
|
_gameObjects.Remove(gameObject);
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,141 @@
|
||||||
|
using System;
|
||||||
|
|
||||||
|
using Microsoft.Xna.Framework;
|
||||||
|
|
||||||
|
using Syntriax.Engine.Core.Abstract;
|
||||||
|
using Syntriax.Engine.Core.Exceptions;
|
||||||
|
|
||||||
|
namespace Syntriax.Engine.Core;
|
||||||
|
|
||||||
|
public class GameObject : IGameObject
|
||||||
|
{
|
||||||
|
public Action<IAssignableStateEnable>? OnStateEnableAssigned { get; set; } = null;
|
||||||
|
public Action<IAssignableTransform>? OnTransformAssigned { get; set; } = null;
|
||||||
|
public Action<IAssignableBehaviourController>? OnBehaviourControllerAssigned { get; set; } = null;
|
||||||
|
|
||||||
|
public Action<IEntity>? OnNameChanged { get; set; } = null;
|
||||||
|
|
||||||
|
public Action<IInitialize>? OnInitialized { get; set; } = null;
|
||||||
|
public Action<IInitialize>? OnFinalized { get; set; } = null;
|
||||||
|
|
||||||
|
public Action<IGameObject, GameTime>? OnUpdated { get; set; } = null;
|
||||||
|
|
||||||
|
|
||||||
|
private ITransform _transform = null!;
|
||||||
|
private IBehaviourController _behaviourController = null!;
|
||||||
|
private IStateEnable _stateEnable = null!;
|
||||||
|
|
||||||
|
private string _name = nameof(GameObject);
|
||||||
|
private bool _initialized = false;
|
||||||
|
|
||||||
|
public ITransform Transform => _transform;
|
||||||
|
public IBehaviourController BehaviourController => _behaviourController;
|
||||||
|
public IStateEnable StateEnable => _stateEnable;
|
||||||
|
|
||||||
|
public bool Initialized
|
||||||
|
{
|
||||||
|
get => _initialized;
|
||||||
|
private set
|
||||||
|
{
|
||||||
|
if (value == _initialized)
|
||||||
|
return;
|
||||||
|
|
||||||
|
_initialized = value;
|
||||||
|
if (value)
|
||||||
|
OnInitialized?.Invoke(this);
|
||||||
|
else
|
||||||
|
OnFinalized?.Invoke(this);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public string Name
|
||||||
|
{
|
||||||
|
get => _name;
|
||||||
|
set
|
||||||
|
{
|
||||||
|
if (value == _name) return;
|
||||||
|
|
||||||
|
_name = value;
|
||||||
|
OnNameChanged?.Invoke(this);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool Initialize()
|
||||||
|
{
|
||||||
|
if (Initialized)
|
||||||
|
return false;
|
||||||
|
|
||||||
|
NotAssignedException.Check(this, _transform);
|
||||||
|
NotAssignedException.Check(this, _behaviourController);
|
||||||
|
NotAssignedException.Check(this, _stateEnable);
|
||||||
|
|
||||||
|
Initialized = true;
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Update(GameTime time)
|
||||||
|
{
|
||||||
|
if (!_stateEnable.Enabled)
|
||||||
|
return;
|
||||||
|
|
||||||
|
OnUpdated?.Invoke(this, time);
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool Finalize()
|
||||||
|
{
|
||||||
|
if (!Initialized)
|
||||||
|
return false;
|
||||||
|
|
||||||
|
|
||||||
|
System.Threading.Tasks.Parallel.ForEach(
|
||||||
|
_behaviourController.GetBehaviours<IBehaviour>(),
|
||||||
|
behaviour => behaviour.Finalize()
|
||||||
|
);
|
||||||
|
|
||||||
|
_transform = null!;
|
||||||
|
_behaviourController = null!;
|
||||||
|
_stateEnable = null!;
|
||||||
|
|
||||||
|
Initialized = false;
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool Assign(IStateEnable stateEnable)
|
||||||
|
{
|
||||||
|
if (_stateEnable is not null)
|
||||||
|
return false;
|
||||||
|
|
||||||
|
_stateEnable = stateEnable;
|
||||||
|
OnStateEnableAssigned?.Invoke(this);
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool Assign(ITransform transform)
|
||||||
|
{
|
||||||
|
if (_transform is not null)
|
||||||
|
return false;
|
||||||
|
|
||||||
|
_transform = transform;
|
||||||
|
OnTransformAssigned?.Invoke(this);
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool Assign(IBehaviourController behaviourController)
|
||||||
|
{
|
||||||
|
if (_behaviourController is not null)
|
||||||
|
return false;
|
||||||
|
|
||||||
|
_behaviourController = behaviourController;
|
||||||
|
OnBehaviourControllerAssigned?.Invoke(this);
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
public GameObject() { OnBehaviourControllerAssigned += ConnectBehaviourController; }
|
||||||
|
private void ConnectBehaviourController(IAssignableBehaviourController controller)
|
||||||
|
{
|
||||||
|
controller.BehaviourController.OnBehaviourAdded += OnBehaviourAdded;
|
||||||
|
controller.BehaviourController.OnBehaviourRemoved += OnBehaviourRemoved;
|
||||||
|
}
|
||||||
|
private void OnBehaviourRemoved(IBehaviourController _, IBehaviour behaviour) { if (Initialized) behaviour.Initialize(); }
|
||||||
|
private void OnBehaviourAdded(IBehaviourController _, IBehaviour behaviour) { if (Initialized) behaviour.Finalize(); }
|
||||||
|
}
|
|
@ -0,0 +1,59 @@
|
||||||
|
using System;
|
||||||
|
|
||||||
|
using Microsoft.Xna.Framework;
|
||||||
|
using Microsoft.Xna.Framework.Graphics;
|
||||||
|
|
||||||
|
using Syntriax.Engine.Core.Abstract;
|
||||||
|
|
||||||
|
namespace Syntriax.Engine.Core;
|
||||||
|
|
||||||
|
// TODO Probably gonna have to rethink this
|
||||||
|
public class Sprite : ISprite
|
||||||
|
{
|
||||||
|
public Action<ISprite>? OnTextureChanged { get; set; }
|
||||||
|
public Action<ISprite>? OnColorChanged { get; set; }
|
||||||
|
public Action<ISprite>? OnDepthChanged { get; set; }
|
||||||
|
|
||||||
|
private Texture2D _texture = null!;
|
||||||
|
private Color _color = Color.White;
|
||||||
|
private float _depth = 0f;
|
||||||
|
|
||||||
|
public Texture2D Texture2D
|
||||||
|
{
|
||||||
|
get => _texture;
|
||||||
|
set
|
||||||
|
{
|
||||||
|
if (_texture == value)
|
||||||
|
return;
|
||||||
|
|
||||||
|
_texture = value;
|
||||||
|
OnTextureChanged?.Invoke(this);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public Color Color
|
||||||
|
{
|
||||||
|
get => _color;
|
||||||
|
set
|
||||||
|
{
|
||||||
|
if (_color == value)
|
||||||
|
return;
|
||||||
|
|
||||||
|
_color = value;
|
||||||
|
OnColorChanged?.Invoke(this);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public float Depth
|
||||||
|
{
|
||||||
|
get => _depth;
|
||||||
|
set
|
||||||
|
{
|
||||||
|
if (_depth == value)
|
||||||
|
return;
|
||||||
|
|
||||||
|
_depth = value;
|
||||||
|
OnDepthChanged?.Invoke(this);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,39 @@
|
||||||
|
using System;
|
||||||
|
|
||||||
|
using Syntriax.Engine.Core.Abstract;
|
||||||
|
|
||||||
|
namespace Syntriax.Engine.Core;
|
||||||
|
|
||||||
|
public class StateEnable : IStateEnable
|
||||||
|
{
|
||||||
|
public Action<IAssignableEntity>? OnEntityAssigned { get; set; } = null;
|
||||||
|
public Action<IStateEnable>? OnEnabledChanged { get; set; } = null;
|
||||||
|
|
||||||
|
private bool _enabled = true;
|
||||||
|
private IEntity _entity = null!;
|
||||||
|
|
||||||
|
public IEntity Entity => _entity;
|
||||||
|
|
||||||
|
public bool Enabled
|
||||||
|
{
|
||||||
|
get => _enabled;
|
||||||
|
set
|
||||||
|
{
|
||||||
|
if (value == _enabled)
|
||||||
|
return;
|
||||||
|
|
||||||
|
_enabled = value;
|
||||||
|
OnEnabledChanged?.Invoke(this);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool Assign(IEntity entity)
|
||||||
|
{
|
||||||
|
if (_entity is not null)
|
||||||
|
return false;
|
||||||
|
|
||||||
|
_entity = entity;
|
||||||
|
OnEntityAssigned?.Invoke(this);
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,10 @@
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using Microsoft.Xna.Framework;
|
||||||
|
|
||||||
|
namespace Syntriax.Engine.Core;
|
||||||
|
|
||||||
|
internal static class Constants
|
||||||
|
{
|
||||||
|
internal static int BEHAVIOURS_SIZE_INITIAL = 16;
|
||||||
|
internal static int GAME_OBJECTS_SIZE_INITIAL = 256;
|
||||||
|
}
|
|
@ -0,0 +1,57 @@
|
||||||
|
using System;
|
||||||
|
|
||||||
|
using Microsoft.Xna.Framework;
|
||||||
|
|
||||||
|
using Syntriax.Engine.Core.Abstract;
|
||||||
|
|
||||||
|
namespace Syntriax.Engine.Core;
|
||||||
|
|
||||||
|
public class Transform : ITransform
|
||||||
|
{
|
||||||
|
public Action<ITransform>? OnPositionChanged { get; set; } = null;
|
||||||
|
public Action<ITransform>? OnScaleChanged { get; set; } = null;
|
||||||
|
public Action<ITransform>? OnRotationChanged { get; set; } = null;
|
||||||
|
|
||||||
|
private Vector2 _position = Vector2.Zero;
|
||||||
|
private Vector2 _scale = Vector2.One;
|
||||||
|
private float _rotation = 0f;
|
||||||
|
|
||||||
|
public Vector2 Position
|
||||||
|
{
|
||||||
|
get => _position;
|
||||||
|
set
|
||||||
|
{
|
||||||
|
if (value == _position)
|
||||||
|
return;
|
||||||
|
|
||||||
|
_position = value;
|
||||||
|
OnPositionChanged?.Invoke(this);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public Vector2 Scale
|
||||||
|
{
|
||||||
|
get => _scale;
|
||||||
|
set
|
||||||
|
{
|
||||||
|
if (value == _scale)
|
||||||
|
return;
|
||||||
|
|
||||||
|
_scale = value;
|
||||||
|
OnScaleChanged?.Invoke(this);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public float Rotation
|
||||||
|
{
|
||||||
|
get => _rotation;
|
||||||
|
set
|
||||||
|
{
|
||||||
|
if (value == _rotation)
|
||||||
|
return;
|
||||||
|
|
||||||
|
_rotation = value;
|
||||||
|
OnRotationChanged?.Invoke(this);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
|
@ -3,6 +3,8 @@ Microsoft Visual Studio Solution File, Format Version 12.00
|
||||||
# Visual Studio Version 17
|
# Visual Studio Version 17
|
||||||
VisualStudioVersion = 17.0.31903.59
|
VisualStudioVersion = 17.0.31903.59
|
||||||
MinimumVisualStudioVersion = 10.0.40219.1
|
MinimumVisualStudioVersion = 10.0.40219.1
|
||||||
|
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Engine.Core", "Engine.Core\Engine.Core.csproj", "{71719EAD-1B6B-4229-B39E-E53A2E8BFAB1}"
|
||||||
|
EndProject
|
||||||
Global
|
Global
|
||||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||||
Debug|Any CPU = Debug|Any CPU
|
Debug|Any CPU = Debug|Any CPU
|
||||||
|
@ -11,4 +13,10 @@ Global
|
||||||
GlobalSection(SolutionProperties) = preSolution
|
GlobalSection(SolutionProperties) = preSolution
|
||||||
HideSolutionNode = FALSE
|
HideSolutionNode = FALSE
|
||||||
EndGlobalSection
|
EndGlobalSection
|
||||||
|
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||||
|
{71719EAD-1B6B-4229-B39E-E53A2E8BFAB1}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||||
|
{71719EAD-1B6B-4229-B39E-E53A2E8BFAB1}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||||
|
{71719EAD-1B6B-4229-B39E-E53A2E8BFAB1}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||||
|
{71719EAD-1B6B-4229-B39E-E53A2E8BFAB1}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||||
|
EndGlobalSection
|
||||||
EndGlobal
|
EndGlobal
|
||||||
|
|
Loading…
Reference in New Issue