using System; using Syntriax.Engine.Core; using Syntriax.Engine.Core.Abstract; using Syntriax.Engine.Physics2D.Abstract; namespace Syntriax.Engine.Physics2D; public abstract class Collider2DBehaviourBase : BehaviourOverride, ICollider2D { public Action? OnCollisionDetected { get; set; } = null; public Action? OnCollisionResolved { get; set; } = null; public Action? OnTriggered { get; set; } = null; protected bool NeedsRecalculation { get; private set; } = true; protected IRigidBody2D? _rigidBody2D = null; public IRigidBody2D? RigidBody2D => _rigidBody2D; public bool IsTrigger { get; set; } = false; ITransform IAssignableTransform.Transform => Transform; Action? IAssignableTransform.OnTransformAssigned { get => GameObject.OnTransformAssigned; set => GameObject.OnTransformAssigned = value; } bool IAssignableTransform.Assign(ITransform transform) => GameObject.Assign(transform); public void Recalculate() { if (!NeedsRecalculation) return; CalculateCollider(); NeedsRecalculation = false; } public abstract void CalculateCollider(); protected override void OnInitialize() { BehaviourController.TryGetBehaviour(out _rigidBody2D); BehaviourController.OnBehaviourAdded += OnBehaviourAddedToController; BehaviourController.OnBehaviourRemoved += OnBehaviourRemovedFromController; Transform.OnPositionChanged += SetNeedsRecalculation; Transform.OnRotationChanged += SetNeedsRecalculation; Transform.OnScaleChanged += SetNeedsRecalculation; } private void OnBehaviourAddedToController(IBehaviourController _, IBehaviour behaviour) { if (behaviour is IRigidBody2D rigidBody) _rigidBody2D = rigidBody; } private void OnBehaviourRemovedFromController(IBehaviourController _, IBehaviour behaviour) { if (behaviour is IRigidBody2D _) _rigidBody2D = null; } private void SetNeedsRecalculation(ITransform transform) => NeedsRecalculation = true; protected override void OnFinalize() { BehaviourController.OnBehaviourAdded -= OnBehaviourAddedToController; BehaviourController.OnBehaviourRemoved -= OnBehaviourRemovedFromController; Transform.OnScaleChanged -= SetNeedsRecalculation; Transform.OnPositionChanged -= SetNeedsRecalculation; Transform.OnRotationChanged -= SetNeedsRecalculation; } }