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5 Commits
d7d53e467a
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4000e761a7
Author | SHA1 | Date | |
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4000e761a7 | |||
9768dbdded | |||
9853e0af36 | |||
0461454793 | |||
e7587a0827 |
@@ -1,12 +0,0 @@
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using System;
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namespace Syntriax.Engine.Core.Abstract;
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public interface ICamera : IAssignableTransform
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{
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Action<ICamera>? OnZoomChanged { get; set; }
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float Zoom { get; set; }
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void Update();
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}
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21
Engine.Core/Abstract/IGameManager.cs
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21
Engine.Core/Abstract/IGameManager.cs
Normal file
@@ -0,0 +1,21 @@
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using System;
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using System.Collections.Generic;
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namespace Syntriax.Engine.Core.Abstract;
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public interface IGameManager : IEntity, IEnumerable<IGameObject>
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{
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Action<GameManager, IGameObject>? OnGameObjectRegistered { get; set; }
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Action<GameManager, IGameObject>? OnGameObjectUnRegistered { get; set; }
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IReadOnlyList<IGameObject> GameObjects { get; }
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void RegisterGameObject(IGameObject gameObject);
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T InstantiateGameObject<T>(params object?[]? args) where T : class, IGameObject;
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IGameObject RemoveGameObject(IGameObject gameObject);
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void Update(EngineTime time);
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void PreDraw();
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}
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@@ -9,9 +9,8 @@ using Syntriax.Engine.Core.Factory;
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namespace Syntriax.Engine.Core;
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[System.Diagnostics.DebuggerDisplay("GameObject Count: {_gameObjects.Count}")]
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public class GameManager : IEntity, IEnumerable<IGameObject>
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public class GameManager : IGameManager
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{
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public Action<GameManager>? OnCameraChanged { get; set; } = null;
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public Action<GameManager, IGameObject>? OnGameObjectRegistered { get; set; } = null;
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public Action<GameManager, IGameObject>? OnGameObjectUnRegistered { get; set; } = null;
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@@ -21,12 +20,11 @@ public class GameManager : IEntity, IEnumerable<IGameObject>
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public Action<IAssignableStateEnable>? OnStateEnableAssigned { get; set; } = null;
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private IList<IGameObject> _gameObjects = new List<IGameObject>(Constants.GAME_OBJECTS_SIZE_INITIAL);
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private readonly List<IGameObject> _gameObjects = new(Constants.GAME_OBJECTS_SIZE_INITIAL);
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private IStateEnable _stateEnable = null!;
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private GameObjectFactory _gameObjectFactory = null!;
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private bool _initialized = false;
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private ICamera _camera = null!;
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private GameObjectFactory GameObjectFactory
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{
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@@ -39,7 +37,8 @@ public class GameManager : IEntity, IEnumerable<IGameObject>
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}
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public bool Initialized => _initialized;
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public IList<IGameObject> GameObjects => _gameObjects;
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public IReadOnlyList<IGameObject> GameObjects => _gameObjects;
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public IStateEnable StateEnable
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{
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get
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@@ -55,19 +54,6 @@ public class GameManager : IEntity, IEnumerable<IGameObject>
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}
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}
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public ICamera Camera
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{
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get => _camera;
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set
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{
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if (_camera == value)
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return;
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_camera = value;
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OnCameraChanged?.Invoke(this);
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}
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}
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public void RegisterGameObject(IGameObject gameObject)
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{
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if (_gameObjects.Contains(gameObject))
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@@ -102,6 +88,7 @@ public class GameManager : IEntity, IEnumerable<IGameObject>
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foreach (var gameObject in GameObjects)
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gameObject.Initialize();
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_initialized = true;
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OnInitialized?.Invoke(this);
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return true;
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}
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@@ -115,6 +102,7 @@ public class GameManager : IEntity, IEnumerable<IGameObject>
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GameObjects[i].Finalize();
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OnFinalized?.Invoke(this);
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_initialized = false;
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return true;
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}
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@@ -1,4 +1,5 @@
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using System;
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using System.Numerics;
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namespace Syntriax.Engine.Core;
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@@ -11,24 +12,24 @@ public static class Math
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public const float PI = 3.1415926535897932f;
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public const float Tau = 2f * PI;
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public static float Abs(float x) => MathF.Abs(x);
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public static T Abs<T>(T x) where T : INumber<T> => x > T.Zero ? x : -x;
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public static float Acos(float x) => MathF.Acos(x);
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public static float Asin(float x) => MathF.Asin(x);
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public static float Atan2(float y, float x) => MathF.Atan2(y, x);
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public static float Atanh(float x) => MathF.Atanh(x);
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public static float Clamp(float x, float min, float max) => (x < min) ? min : (x > max) ? max : x;
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public static T Clamp<T>(this T x, T min, T max) where T : INumber<T> => (x < min) ? min : (x > max) ? max : x;
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public static float Ceiling(float x) => MathF.Ceiling(x);
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public static float CopySign(float x, float y) => MathF.CopySign(x, y);
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public static float Floor(float x) => MathF.Floor(x);
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public static float IEEERemainder(float x, float y) => MathF.IEEERemainder(x, y);
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public static float Log(float x, float y) => MathF.Log(x, y);
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public static float Max(float x, float y) => MathF.Max(x, y);
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public static T Max<T>(T x, T y) where T : INumber<T> => (x > y) ? x : y;
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public static float MaxMagnitude(float x, float y) => MathF.MaxMagnitude(x, y);
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public static float Min(float x, float y) => MathF.Min(x, y);
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public static T Min<T>(T x, T y) where T : INumber<T> => (x < y) ? x : y;
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public static float MinMagnitude(float x, float y) => MathF.MinMagnitude(x, y);
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public static float Pow(float x, float y) => MathF.Pow(x, y);
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public static float Round(float x, int digits, MidpointRounding mode) => MathF.Round(x, digits, mode);
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public static float Sqr(float x) => x * x;
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public static T Sqr<T>(T x) where T : INumber<T> => x * x;
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public static float Sqrt(float x) => MathF.Sqrt(x);
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public static float Truncate(float x) => MathF.Truncate(x);
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}
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