feat: IPhysicsUpdate

This commit is contained in:
Syntriax 2024-09-26 18:55:15 +03:00
parent 15984bcc06
commit ffa0128813
2 changed files with 21 additions and 0 deletions

View File

@ -0,0 +1,15 @@
using Syntriax.Engine.Core.Abstract;
namespace Syntriax.Engine.Physics2D.Abstract;
/// <summary>
/// Represents a <see cref="IBehaviour"/> that listens to physics simulation update phase.
/// </summary>
public interface IPhysicsUpdate : IBehaviour
{
/// <summary>
/// Updates the physics state of the object based on the elapsed time since the last update.
/// </summary>
/// <param name="delta">The time elapsed since the last physics update, typically in seconds.</param>
void PhysicsUpdate(float delta);
}

View File

@ -17,6 +17,7 @@ public class PhysicsEngine2DCollector : IPhysicsEngine2D, IAssignableGameManager
protected BehaviourCollector<IRigidBody2D> rigidBodyCollector = new(); protected BehaviourCollector<IRigidBody2D> rigidBodyCollector = new();
protected BehaviourCollector<ICollider2D> colliderCollector = new(); protected BehaviourCollector<ICollider2D> colliderCollector = new();
protected BehaviourCollector<IPhysicsUpdate> physicsUpdateCollector = new();
public int IterationPerStep { get => _iterationPerStep; set => _iterationPerStep = value < 1 ? 1 : value; } public int IterationPerStep { get => _iterationPerStep; set => _iterationPerStep = value < 1 ? 1 : value; }
@ -82,6 +83,9 @@ public class PhysicsEngine2DCollector : IPhysicsEngine2D, IAssignableGameManager
} }
} }
} }
foreach (IPhysicsUpdate physicsUpdate in physicsUpdateCollector)
physicsUpdate.PhysicsUpdate(deltaTime);
} }
private static void StepRigidBody(IRigidBody2D rigidBody, float intervalDeltaTime) private static void StepRigidBody(IRigidBody2D rigidBody, float intervalDeltaTime)
@ -98,6 +102,7 @@ public class PhysicsEngine2DCollector : IPhysicsEngine2D, IAssignableGameManager
if (GameManager is not null) if (GameManager is not null)
return false; return false;
physicsUpdateCollector.Assign(gameManager);
colliderCollector.Assign(gameManager); colliderCollector.Assign(gameManager);
rigidBodyCollector.Assign(gameManager); rigidBodyCollector.Assign(gameManager);
@ -112,6 +117,7 @@ public class PhysicsEngine2DCollector : IPhysicsEngine2D, IAssignableGameManager
if (GameManager is null) if (GameManager is null)
return false; return false;
physicsUpdateCollector.Unassign();
colliderCollector.Unassign(); colliderCollector.Unassign();
rigidBodyCollector.Unassign(); rigidBodyCollector.Unassign();