refactor: behaviour collector Count and indexer accessors added
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@ -1,5 +1,3 @@
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using System.Collections.Generic;
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namespace Syntriax.Engine.Core;
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/// <summary>
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@ -19,6 +17,16 @@ public interface IBehaviourCollector<T> : IHasUniverse where T : class
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/// </summary>
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event RemovedEventHandler? OnRemoved;
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/// <summary>
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/// Amount of <typeparamref name="T"/> collected.
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/// </summary>
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int Count { get; }
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/// <summary>
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/// Get a <typeparamref name="T"/> collected by it's index.
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/// </summary>
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T this[System.Index index] { get; }
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/// <summary>
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/// Delegate for handling the <see cref="OnCollected"/> event.
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/// </summary>
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@ -1,4 +1,3 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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@ -16,7 +15,6 @@ public class ActiveBehaviourCollector<T> : IBehaviourCollector<T> where T : clas
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protected readonly List<T> activeBehaviours = new(32);
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protected readonly Dictionary<IActive, T> monitoringActiveToBehaviour = new(32);
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public IReadOnlyList<T> Behaviours => activeBehaviours;
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public IUniverse Universe { get; private set; } = null!;
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public ActiveBehaviourCollector() { }
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@ -117,4 +115,7 @@ public class ActiveBehaviourCollector<T> : IBehaviourCollector<T> where T : clas
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OnUnassigned?.Invoke(this);
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return true;
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}
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public int Count => activeBehaviours.Count;
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public T this[System.Index index] => activeBehaviours[index];
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}
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@ -1,4 +1,3 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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@ -14,7 +13,6 @@ public class BehaviourCollector<T> : IBehaviourCollector<T> where T : class
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protected readonly List<T> behaviours = new(32);
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public IReadOnlyList<T> Behaviours => behaviours;
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public IUniverse Universe { get; private set; } = null!;
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public BehaviourCollector() { }
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@ -96,4 +94,7 @@ public class BehaviourCollector<T> : IBehaviourCollector<T> where T : class
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OnUnassigned?.Invoke(this);
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return true;
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}
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public int Count => behaviours.Count;
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public T this[System.Index index] => behaviours[index];
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}
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@ -11,20 +11,20 @@ public class DrawManager : UniverseObject
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private void OnPreDraw(IUniverse sender)
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{
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for (int i = preDrawEntities.Behaviours.Count - 1; i >= 0; i--)
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preDrawEntities.Behaviours[i].PreDraw();
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for (int i = preDrawEntities.Count - 1; i >= 0; i--)
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preDrawEntities[i].PreDraw();
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}
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private void OnDraw(IUniverse sender)
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{
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for (int i = drawEntities.Behaviours.Count - 1; i >= 0; i--)
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drawEntities.Behaviours[i].Draw();
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for (int i = drawEntities.Count - 1; i >= 0; i--)
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drawEntities[i].Draw();
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}
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private void OnPostDraw(IUniverse sender)
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{
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for (int i = postDrawEntities.Behaviours.Count - 1; i >= 0; i--)
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postDrawEntities.Behaviours[i].PostDraw();
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for (int i = postDrawEntities.Count - 1; i >= 0; i--)
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postDrawEntities[i].PostDraw();
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}
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protected override void OnEnteringUniverse(IUniverse universe)
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@ -46,20 +46,20 @@ public class UpdateManager : UniverseObject
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toCallFirstFrameUpdates.RemoveAt(i);
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}
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for (int i = preUpdateEntities.Behaviours.Count - 1; i >= 0; i--)
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preUpdateEntities.Behaviours[i].PreUpdate();
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for (int i = preUpdateEntities.Count - 1; i >= 0; i--)
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preUpdateEntities[i].PreUpdate();
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}
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private void OnUpdate(IUniverse sender, UniverseTime engineTime)
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{
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for (int i = updateEntities.Behaviours.Count - 1; i >= 0; i--)
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updateEntities.Behaviours[i].Update();
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for (int i = updateEntities.Count - 1; i >= 0; i--)
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updateEntities[i].Update();
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}
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private void OnPostUpdate(IUniverse sender, UniverseTime engineTime)
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{
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for (int i = postUpdateEntities.Behaviours.Count - 1; i >= 0; i--)
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postUpdateEntities.Behaviours[i].PostUpdate();
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for (int i = postUpdateEntities.Count - 1; i >= 0; i--)
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postUpdateEntities[i].PostUpdate();
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}
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private void OnFirstFrameCollected(IBehaviourCollector<IFirstFrameUpdate> sender, IFirstFrameUpdate behaviourCollected)
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@ -28,32 +28,32 @@ public class PhysicsEngine2D : UniverseObject, IPhysicsEngine2D
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{
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float intervalDeltaTime = deltaTime / IterationPerStep;
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for (int i = physicsPreUpdateCollector.Behaviours.Count - 1; i >= 0; i--)
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physicsPreUpdateCollector.Behaviours[i].PrePhysicsUpdate(deltaTime);
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for (int i = physicsPreUpdateCollector.Count - 1; i >= 0; i--)
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physicsPreUpdateCollector[i].PrePhysicsUpdate(deltaTime);
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for (int i = physicsUpdateCollector.Behaviours.Count - 1; i >= 0; i--)
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physicsUpdateCollector.Behaviours[i].PhysicsUpdate(deltaTime);
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for (int i = physicsUpdateCollector.Count - 1; i >= 0; i--)
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physicsUpdateCollector[i].PhysicsUpdate(deltaTime);
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for (int iterationIndex = 0; iterationIndex < IterationPerStep; iterationIndex++)
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{
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// Can Parallel
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for (int i = rigidBodyCollector.Behaviours.Count - 1; i >= 0; i--)
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StepRigidBody(rigidBodyCollector.Behaviours[i], intervalDeltaTime);
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for (int i = rigidBodyCollector.Count - 1; i >= 0; i--)
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StepRigidBody(rigidBodyCollector[i], intervalDeltaTime);
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// Can Parallel
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for (int i = colliderCollector.Behaviours.Count - 1; i >= 0; i--)
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colliderCollector.Behaviours[i].Recalculate();
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for (int i = colliderCollector.Count - 1; i >= 0; i--)
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colliderCollector[i].Recalculate();
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// Can Parallel
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for (int x = 0; x < colliderCollector.Behaviours.Count; x++)
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for (int x = 0; x < colliderCollector.Count; x++)
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{
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ICollider2D? colliderX = colliderCollector.Behaviours[x];
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ICollider2D? colliderX = colliderCollector[x];
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if (!colliderX.IsActive)
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continue;
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for (int y = x + 1; y < colliderCollector.Behaviours.Count; y++)
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for (int y = x + 1; y < colliderCollector.Count; y++)
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{
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ICollider2D? colliderY = colliderCollector.Behaviours[y];
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ICollider2D? colliderY = colliderCollector[y];
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if (!colliderY.IsActive)
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continue;
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@ -65,8 +65,8 @@ public class PhysicsEngine2D : UniverseObject, IPhysicsEngine2D
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OnPhysicsIteration?.Invoke(this, intervalDeltaTime);
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}
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for (int i = physicsPostUpdateCollector.Behaviours.Count - 1; i >= 0; i--)
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physicsPostUpdateCollector.Behaviours[i].PostPhysicsUpdate(deltaTime);
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for (int i = physicsPostUpdateCollector.Count - 1; i >= 0; i--)
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physicsPostUpdateCollector[i].PostPhysicsUpdate(deltaTime);
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OnPhysicsStep?.Invoke(this, deltaTime);
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}
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@ -104,9 +104,9 @@ public class PhysicsEngine2D : UniverseObject, IPhysicsEngine2D
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if (!colliderX.IsActive)
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continue;
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for (int y = 0; y < colliderCollector.Behaviours.Count; y++)
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for (int y = 0; y < colliderCollector.Count; y++)
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{
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ICollider2D? colliderY = colliderCollector.Behaviours[y];
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ICollider2D? colliderY = colliderCollector[y];
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if (!colliderY.IsActive)
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continue;
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