200 lines
6.8 KiB
C#
200 lines
6.8 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using Syntriax.Engine.Core.Abstract;
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using Syntriax.Engine.Core.Exceptions;
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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 : BaseEntity, IGameManager
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{
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public event IGameManager.OnUpdateDelegate? OnUpdate = null;
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public event IGameManager.OnPreDawDelegate? OnPreDraw = null;
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public event IGameManager.OnGameObjectRegisteredDelegate? OnGameObjectRegistered = null;
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public event IGameManager.OnGameObjectUnRegisteredDelegate? OnGameObjectUnRegistered = null;
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public event IGameManager.OnHierarchyObjectRegisteredDelegate? OnHierarchyObjectRegistered = null;
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public event IGameManager.OnHierarchyObjectUnRegisteredDelegate? OnHierarchyObjectUnRegistered = null;
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private readonly List<IGameObject> _gameObjects = new(Constants.GAME_OBJECTS_SIZE_INITIAL);
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private readonly List<IHierarchyObject> _hierarchyObjects = new(Constants.GAME_OBJECTS_SIZE_INITIAL);
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private GameObjectFactory _gameObjectFactory = null!;
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private GameObjectFactory GameObjectFactory
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{
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get
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{
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if (_gameObjectFactory is null)
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_gameObjectFactory = new GameObjectFactory();
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return _gameObjectFactory;
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}
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}
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public IReadOnlyList<IGameObject> GameObjects => _gameObjects;
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public IReadOnlyList<IHierarchyObject> HierarchyObjects => _hierarchyObjects;
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public override IStateEnable StateEnable
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{
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get
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{
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if (base.StateEnable is null)
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{
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Assign(new StateEnableFactory().Instantiate(this));
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if (base.StateEnable is null)
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throw NotAssignedException.From(this, base.StateEnable);
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}
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return base.StateEnable;
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}
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}
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public void Register(IHierarchyObject hierarchyObject)
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{
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if (_hierarchyObjects.Contains(hierarchyObject))
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throw new Exception($"{nameof(IHierarchyObject)} named {hierarchyObject.Name} is already registered to the {nameof(GameManager)}.");
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if (hierarchyObject is IGameObject gameObject)
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Register(gameObject);
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else
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{
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if (!hierarchyObject.Initialize())
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throw new Exception($"{nameof(hierarchyObject)} can't be initialized");
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_hierarchyObjects.Add(hierarchyObject);
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hierarchyObject.EnterHierarchy(this);
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OnHierarchyObjectRegistered?.Invoke(this, hierarchyObject);
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}
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}
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public T InstantiateGameObject<T>(params object?[]? args) where T : class, IGameObject
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{
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T gameObject = GameObjectFactory.Instantiate<T>(args);
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Register(gameObject);
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return gameObject;
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}
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public void Remove(IHierarchyObject hierarchyObject)
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{
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if (!_hierarchyObjects.Contains(hierarchyObject))
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throw new Exception($"{nameof(IHierarchyObject)} named {hierarchyObject.Name} is not registered to the {nameof(GameManager)}.");
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if (hierarchyObject is IGameObject gameObject)
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Unregister(gameObject);
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else
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{
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_hierarchyObjects.Remove(hierarchyObject);
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hierarchyObject.ExitHierarchy();
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if (!hierarchyObject.Finalize())
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throw new Exception($"{nameof(hierarchyObject)} can't be finalized");
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OnHierarchyObjectUnRegistered?.Invoke(this, hierarchyObject);
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}
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}
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protected override void InitializeInternal()
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{
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base.InitializeInternal();
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NotAssignedException.Check(this, StateEnable);
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foreach (var gameObject in GameObjects)
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gameObject.Initialize();
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}
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protected override void FinalizeInternal()
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{
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base.FinalizeInternal();
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for (int i = GameObjects.Count; i >= 0; i--)
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GameObjects[i].Finalize();
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}
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public void Update(EngineTime time)
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{
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Time.SetTime(time);
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for (int i = 0; i < GameObjects.Count; i++)
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GameObjects[i].BehaviourController.Update();
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OnUpdate?.Invoke(this, time);
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}
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public void PreDraw()
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{
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for (int i = 0; i < GameObjects.Count; i++)
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GameObjects[i].BehaviourController.UpdatePreDraw();
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OnPreDraw?.Invoke(this);
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}
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/////////////////////////////////////////////////////////////////
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private void Register(IGameObject gameObject)
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{
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if (_gameObjects.Contains(gameObject))
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throw new Exception($"{nameof(IGameObject)} named {gameObject.Name} is already registered to the {nameof(GameManager)}.");
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gameObject.OnFinalized += OnGameObjectFinalize;
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gameObject.OnExitedHierarchy += OnGameObjectExitedHierarchy;
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if (!gameObject.Initialize())
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throw new Exception($"{nameof(gameObject)} can't be initialized");
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foreach (ITransform child in gameObject.Transform.Children)
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Register(child.GameObject);
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_gameObjects.Add(gameObject);
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_hierarchyObjects.Add(gameObject);
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if (!gameObject.EnterHierarchy(this))
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throw new Exception($"{nameof(gameObject)} can't enter the hierarchy");
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OnHierarchyObjectRegistered?.Invoke(this, gameObject);
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OnGameObjectRegistered?.Invoke(this, gameObject);
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}
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private void Unregister(IGameObject gameObject)
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{
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if (!_gameObjects.Contains(gameObject))
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throw new Exception($"{nameof(IGameObject)} named {gameObject.Name} is not registered to the {nameof(GameManager)}.");
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gameObject.OnFinalized -= OnGameObjectFinalize;
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gameObject.OnExitedHierarchy -= OnGameObjectExitedHierarchy;
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foreach (ITransform child in gameObject.Transform.Children)
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Unregister(child.GameObject);
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_gameObjects.Remove(gameObject);
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_hierarchyObjects.Remove(gameObject);
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if (!gameObject.ExitHierarchy())
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throw new Exception($"{nameof(gameObject)} can't exit the hierarchy");
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if (!gameObject.Finalize())
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throw new Exception($"{nameof(gameObject)} can't be finalized");
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OnHierarchyObjectUnRegistered?.Invoke(this, gameObject);
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OnGameObjectUnRegistered?.Invoke(this, gameObject);
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}
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private void OnGameObjectFinalize(IInitialize initialize)
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{
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if (initialize is IGameObject gameObject)
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Unregister(gameObject);
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}
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private void OnGameObjectExitedHierarchy(IHierarchyObject sender, IGameManager gameManager)
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{
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if (sender is IGameObject gameObject)
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Unregister(gameObject);
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}
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/////////////////////////////////////////////////////////////////
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public IEnumerator<IGameObject> GetEnumerator() => _gameObjects.GetEnumerator();
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IEnumerator IEnumerable.GetEnumerator() => _gameObjects.GetEnumerator();
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}
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