feat: Added a RemoveBehaviour with Parameter
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@ -63,17 +63,23 @@ public interface IBehaviourController : IAssignableGameObject
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/// </returns>
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bool TryGetBehaviour<T>([NotNullWhen(returnValue: true)] out T? behaviour);
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/// <typeparam name="T">An implemented class or <see cref="interface"/> of <see cref="IBehaviour"/></typeparam>
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/// <typeparam name="T">An implemented class or <see cref="interface"/>.</typeparam>
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/// <returns>Returns a list of all the matching <see cref="IBehaviour"/>s found in the <see cref="IBehaviourController"/>.</returns>
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IList<T> GetBehaviours<T>() where T : IBehaviour;
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IList<T> GetBehaviours<T>();
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/// <summary>
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/// Removes the <see cref="IBehaviour"/> found in the <see cref="IBehaviourController"/>.
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/// </summary>
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/// <param name="removeAll">If all of the instances of the given Type is to be removed or not.</param>
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/// <typeparam name="T">An implemented class or <see cref="interface"/> of <see cref="IBehaviour"/></typeparam>
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void RemoveBehaviour<T>(bool removeAll = false) where T : IBehaviour;
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void RemoveBehaviour<T>(bool removeAll = false) where T : class, IBehaviour;
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/// <summary>
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/// Removes the <see cref="IBehaviour"/> found in the <see cref="IBehaviourController"/>.
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/// </summary>
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/// <param name="removeAll">If all of the instances of the given Type is to be removed or not.</param>
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/// <typeparam name="T">An implemented class or <see cref="interface"/> of <see cref="IBehaviour"/></typeparam>
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void RemoveBehaviour<T>(T behaviour) where T : class, IBehaviour;
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/// <summary>
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/// 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.
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@ -55,7 +55,7 @@ public class BehaviourController : IBehaviourController
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return false;
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}
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public IList<T> GetBehaviours<T>() where T : IBehaviour
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public IList<T> GetBehaviours<T>()
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{
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IList<T> behaviours = new List<T>();
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foreach (var behaviourItem in this.behaviours)
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@ -70,23 +70,31 @@ public class BehaviourController : IBehaviourController
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return behaviours;
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}
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public void RemoveBehaviour<T>(bool removeAll = false) where T : IBehaviour
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public void RemoveBehaviour<T>(bool removeAll = false) where T : class, IBehaviour
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{
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for (int i = behaviours.Count; i >= 0; i--)
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{
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if (behaviours[i] is not T behaviour)
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continue;
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behaviour.OnPriorityChanged -= OnPriorityChange;
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behaviour.Finalize();
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behaviours.RemoveAt(i);
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OnBehaviourRemoved?.Invoke(this, behaviour);
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RemoveBehaviour(behaviour);
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if (!removeAll)
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return;
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}
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}
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public void RemoveBehaviour<T>(T behaviour) where T : class, IBehaviour
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{
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if (!behaviours.Contains(behaviour))
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throw new Exception($"{behaviour.GetType().Name} does not exist in {GameObject.Name}'s {nameof(IBehaviourController)}.");
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behaviour.OnPriorityChanged -= OnPriorityChange;
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behaviour.Finalize();
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behaviours.Remove(behaviour);
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OnBehaviourRemoved?.Invoke(this, behaviour);
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}
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public bool Assign(IGameObject gameObject)
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{
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if (GameObject is not null && GameObject.Initialized)
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