feat: IAssignableGameObject to ITransform
I originally didn't want ITransform to have a reference to any IGameObject, since it didn't seem necessary to couple these two, and to make ITransform more flexible and reusable but without it we can't get a reference to the IGameObject(s) that's using that ITransform without doing some very stupid workarounds. I'll try to find a better way for this.
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@ -6,7 +6,7 @@ namespace Syntriax.Engine.Core.Abstract;
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/// <summary>
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/// Represents the transformation properties of an object such as position, scale, and rotation.
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/// </summary>
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public interface ITransform : IEnumerable<ITransform>
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public interface ITransform : IAssignableGameObject, IEnumerable<ITransform>
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{
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/// <summary>
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/// Event triggered when the <see cref="Position"/> of the <see cref="ITransform"/> changes.
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@ -22,6 +22,9 @@ public class GameObjectFactory
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behaviourController ??= TypeFactory.Get<BehaviourController>();
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stateEnable ??= TypeFactory.Get<StateEnable>();
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if (!transform.Assign(gameObject))
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throw AssignException.From(transform, gameObject);
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if (!behaviourController.Assign(gameObject))
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throw AssignException.From(behaviourController, gameObject);
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if (!stateEnable.Assign(gameObject))
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@ -6,9 +6,13 @@ using Syntriax.Engine.Core.Abstract;
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namespace Syntriax.Engine.Core;
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[System.Diagnostics.DebuggerDisplay("Position: {Position.ToString(), nq}, Scale: {Scale.ToString(), nq}, Rotation: {Rotation}")]
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[System.Diagnostics.DebuggerDisplay("Name: {GameObject.Name, nq} Position: {Position.ToString(), nq}, Scale: {Scale.ToString(), nq}, Rotation: {Rotation}")]
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public class Transform : ITransform
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{
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public Action<IAssignableGameObject>? OnGameObjectAssigned { get; set; } = null;
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public Action<IAssignable>? OnUnassigned { get; set; } = null;
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public Action<ITransform>? OnPositionChanged { get; set; } = null;
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public Action<ITransform>? OnScaleChanged { get; set; } = null;
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public Action<ITransform>? OnRotationChanged { get; set; } = null;
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@ -28,6 +32,7 @@ public class Transform : ITransform
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private readonly List<ITransform> _children = [];
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public IGameObject GameObject { get; private set; } = null!;
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public ITransform? Parent { get; private set; } = null;
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public IReadOnlyList<ITransform> Children => _children;
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@ -245,4 +250,24 @@ public class Transform : ITransform
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else
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_rotation = Parent.Rotation + LocalRotation;
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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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return false;
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GameObject = gameObject;
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OnGameObjectAssigned?.Invoke(this);
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return true;
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}
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public bool Unassign()
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{
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if (GameObject is not null && GameObject.Initialized)
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return false;
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GameObject = null!;
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OnUnassigned?.Invoke(this);
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return true;
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}
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}
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