chore: Added Initial Engine Code
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@ -0,0 +1,6 @@
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namespace Syntriax.Engine.Core.Abstract;
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/// <summary>
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/// Indicates the class implementing it has Assignable fields that are necessary for the engine to work properly.
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/// </summary>
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public interface IAssignable { }
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using System;
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namespace Syntriax.Engine.Core.Abstract;
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/// <summary>
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/// Indicates the object is an <see cref="IAssignable"/> with an assignable <see cref="IBehaviourController"/> field.
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/// </summary>
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public interface IAssignableBehaviourController : IAssignable
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{
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/// <summary>
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/// Callback triggered when the <see cref="IBehaviourController"/> value has has been assigned a new value.
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/// </summary>
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Action<IAssignableBehaviourController>? OnBehaviourControllerAssigned { get; set; }
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/// <inheritdoc cref="IBehaviourController" />
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IBehaviourController BehaviourController { get; }
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/// <summary>
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/// Assign a value to the <see cref="IBehaviourController"/> field of this object
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/// </summary>
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/// <param name="behaviourController">New <see cref="IBehaviourController"/> to assign.</param>
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/// <returns>
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/// <see cref="true"/>, if the value given assigned successfully assigned, <see cref="false"/> if not.
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/// </returns>
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bool Assign(IBehaviourController behaviourController);
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}
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using System;
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namespace Syntriax.Engine.Core.Abstract;
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/// <summary>
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/// Indicates the object is an <see cref="IAssignable"/> with an assignable <see cref="IEntity"/> field.
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/// </summary>
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public interface IAssignableEntity : IAssignable
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{
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/// <summary>
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/// Callback triggered when the <see cref="IEntity"/> value has has been assigned a new value.
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/// </summary>
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Action<IAssignableEntity>? OnEntityAssigned { get; set; }
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/// <inheritdoc cref="IEntity" />
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IEntity Entity { get; }
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/// <summary>
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/// Assign a value to the <see cref="IEntity"/> field of this object
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/// </summary>
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/// <param name="entity">New <see cref="IEntity"/> to assign.</param>
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/// <returns>
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/// <see cref="true"/>, if the value given assigned successfully assigned, <see cref="false"/> if not.
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/// </returns>
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bool Assign(IEntity entity);
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}
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using System;
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namespace Syntriax.Engine.Core.Abstract;
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/// <summary>
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/// Indicates the object is an <see cref="IAssignable"/> with an assignable <see cref="IGameObject"/> field.
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/// </summary>
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public interface IAssignableGameObject : IAssignable
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{
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/// <summary>
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/// Callback triggered when the <see cref="IGameObject"/> value has has been assigned a new value.
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/// </summary>
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Action<IAssignableGameObject>? OnGameObjectAssigned { get; set; }
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/// <inheritdoc cref="IGameObject" />
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IGameObject GameObject { get; }
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/// <summary>
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/// Assign a value to the <see cref="IGameObject"/> field of this object
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/// </summary>
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/// <param name="gameObject">New <see cref="IGameObject"/> to assign.</param>
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/// <returns>
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/// <see cref="true"/>, if the value given assigned successfully assigned, <see cref="false"/> if not.
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/// </returns>
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bool Assign(IGameObject gameObject);
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}
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using System;
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namespace Syntriax.Engine.Core.Abstract;
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/// <summary>
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/// 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
|
||||
VisualStudioVersion = 17.0.31903.59
|
||||
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
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|Any CPU = Debug|Any CPU
|
||||
|
@ -11,4 +13,10 @@ Global
|
|||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
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
|
||||
|
|
Loading…
Reference in New Issue