Syntriax.Engine/Engine.Core/GameObject.cs

152 lines
4.0 KiB
C#

using System;
using Microsoft.Xna.Framework;
using Syntriax.Engine.Core.Abstract;
using Syntriax.Engine.Core.Exceptions;
namespace Syntriax.Engine.Core;
public class GameObject : IGameObject
{
public Action<IAssignableStateEnable>? OnStateEnableAssigned { get; set; } = null;
public Action<IAssignableTransform>? OnTransformAssigned { get; set; } = null;
public Action<IAssignable>? OnUnassigned { get; set; } = null;
public Action<IAssignableBehaviourController>? OnBehaviourControllerAssigned { get; set; } = null;
public Action<IEntity>? OnNameChanged { get; set; } = null;
public Action<IInitialize>? OnInitialized { get; set; } = null;
public Action<IInitialize>? OnFinalized { get; set; } = null;
public Action<IGameObject, GameTime>? OnUpdated { get; set; } = null;
private ITransform _transform = null!;
private IBehaviourController _behaviourController = null!;
private IStateEnable _stateEnable = null!;
private string _name = nameof(GameObject);
private bool _initialized = false;
public ITransform Transform => _transform;
public IBehaviourController BehaviourController => _behaviourController;
public IStateEnable StateEnable => _stateEnable;
public bool Initialized
{
get => _initialized;
private set
{
if (value == _initialized)
return;
_initialized = value;
if (value)
OnInitialized?.Invoke(this);
else
OnFinalized?.Invoke(this);
}
}
public string Name
{
get => _name;
set
{
if (value == _name) return;
_name = value;
OnNameChanged?.Invoke(this);
}
}
public bool Initialize()
{
if (Initialized)
return false;
NotAssignedException.Check(this, _transform);
NotAssignedException.Check(this, _behaviourController);
NotAssignedException.Check(this, _stateEnable);
Initialized = true;
return true;
}
public void Update(GameTime time)
{
if (!_stateEnable.Enabled)
return;
OnUpdated?.Invoke(this, time);
}
public bool Finalize()
{
if (!Initialized)
return false;
System.Threading.Tasks.Parallel.ForEach(
_behaviourController.GetBehaviours<IBehaviour>(),
behaviour => behaviour.Finalize()
);
Initialized = false;
return true;
}
public bool Assign(IStateEnable stateEnable)
{
if (Initialized)
return false;
_stateEnable = stateEnable;
OnStateEnableAssigned?.Invoke(this);
return true;
}
public bool Assign(ITransform transform)
{
if (Initialized)
return false;
_transform = transform;
OnTransformAssigned?.Invoke(this);
return true;
}
public bool Assign(IBehaviourController behaviourController)
{
if (Initialized)
return false;
_behaviourController = behaviourController;
OnBehaviourControllerAssigned?.Invoke(this);
return true;
}
public bool Unassign()
{
if (Initialized)
return false;
_stateEnable = null!;
_transform = null!;
_behaviourController = null!;
OnUnassigned?.Invoke(this);
return true;
}
public GameObject() { OnBehaviourControllerAssigned += ConnectBehaviourController; }
private void ConnectBehaviourController(IAssignableBehaviourController controller)
{
controller.BehaviourController.OnBehaviourAdded += OnBehaviourAdded;
controller.BehaviourController.OnBehaviourRemoved += OnBehaviourRemoved;
}
private void OnBehaviourRemoved(IBehaviourController _, IBehaviour behaviour) { if (Initialized) behaviour.Initialize(); }
private void OnBehaviourAdded(IBehaviourController _, IBehaviour behaviour) { if (Initialized) behaviour.Finalize(); }
}