Syntriax.Engine/Engine.Core/BehaviourController.cs

223 lines
5.9 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Syntriax.Engine.Core.Abstract;
using Syntriax.Engine.Core.Exceptions;
namespace Syntriax.Engine.Core;
[System.Diagnostics.DebuggerDisplay("Behaviour Count: {behaviours.Count}")]
public class BehaviourController : IBehaviourController
{
public event IBehaviourController.OnPreUpdateEventHandler? OnPreUpdate = null;
public event IBehaviourController.OnUpdateEventHandler? OnUpdate = null;
public event IBehaviourController.OnPreDrawEventHandler? OnPreDraw = null;
public event IBehaviourController.OnBehaviourAddedEventHandler? OnBehaviourAdded = null;
public event IBehaviourController.OnBehaviourRemovedEventHandler? OnBehaviourRemoved = null;
public event IAssignableGameObject.OnGameObjectAssignedEventHandler? OnGameObjectAssigned = null;
public event IInitialize.OnInitializedEventHandler? OnInitialized = null;
public event IInitialize.OnFinalizedEventHandler? OnFinalized = null;
public event IAssignable.OnUnassignedEventHandler? OnUnassigned = null;
private readonly IList<IBehaviour> behaviours = new List<IBehaviour>(Constants.BEHAVIOURS_SIZE_INITIAL);
private IGameObject _gameObject = null!;
private bool _initialized = false;
public IGameObject GameObject => _gameObject;
public bool IsInitialized
{
get => _initialized;
private set
{
if (value == _initialized)
return;
_initialized = value;
if (value)
OnInitialized?.Invoke(this);
else
OnFinalized?.Invoke(this);
}
}
public T AddBehaviour<T>(T behaviour) where T : class, IBehaviour
{
InsertBehaviourByPriority(behaviour);
behaviour.Assign(this);
behaviour.Assign(GameObject.StateEnable);
behaviour.Initialize();
behaviour.OnPriorityChanged += OnPriorityChange;
OnBehaviourAdded?.Invoke(this, behaviour);
return behaviour;
}
public T AddBehaviour<T>(params object?[]? args) where T : class, IBehaviour
=> AddBehaviour(new Factory.BehaviourFactory().Instantiate<T>(_gameObject, args));
public T? GetBehaviour<T>()
{
foreach (var behaviourItem in behaviours)
if (behaviourItem is T result)
return result;
return default;
}
public IList<T> GetBehaviours<T>()
{
List<T>? behaviours = null;
foreach (var behaviourItem in this.behaviours)
{
if (behaviourItem is not T behaviour)
continue;
behaviours ??= [];
behaviours.Add(behaviour);
}
return behaviours ?? Enumerable.Empty<T>().ToList();
}
public void GetBehaviours<T>(IList<T> results)
{
results.Clear();
foreach (var behaviourItem in behaviours)
{
if (behaviourItem is not T behaviour)
continue;
results.Add(behaviour);
}
}
public void RemoveBehaviour<T>(bool removeAll = false) where T : class, IBehaviour
{
for (int i = behaviours.Count; i >= 0; i--)
{
if (behaviours[i] is not T behaviour)
continue;
RemoveBehaviour(behaviour);
if (!removeAll)
return;
}
}
public void RemoveBehaviour<T>(T behaviour) where T : class, IBehaviour
{
if (!behaviours.Contains(behaviour))
throw new Exception($"{behaviour.GetType().Name} does not exist in {GameObject.Name}'s {nameof(IBehaviourController)}.");
behaviour.OnPriorityChanged -= OnPriorityChange;
behaviour.Finalize();
behaviours.Remove(behaviour);
OnBehaviourRemoved?.Invoke(this, behaviour);
}
public bool Assign(IGameObject gameObject)
{
if (GameObject is not null && GameObject.IsInitialized)
return false;
_gameObject = gameObject;
OnGameObjectAssigned?.Invoke(this);
return true;
}
public bool Initialize()
{
if (IsInitialized)
return false;
NotAssignedException.Check(this, _gameObject);
foreach (IBehaviour behaviour in behaviours)
behaviour.Initialize();
IsInitialized = true;
return true;
}
public bool Finalize()
{
if (!IsInitialized)
return false;
foreach (IBehaviour behaviour in behaviours)
behaviour.Finalize();
IsInitialized = false;
return true;
}
public bool Unassign()
{
if (IsInitialized)
return false;
_gameObject = null!;
OnUnassigned?.Invoke(this);
return true;
}
public void Update()
{
if (!GameObject.StateEnable.Enabled)
return;
OnPreUpdate?.Invoke(this);
OnUpdate?.Invoke(this);
}
public void UpdatePreDraw()
{
if (!GameObject.StateEnable.Enabled)
return;
OnPreDraw?.Invoke(this);
}
public BehaviourController() { }
public BehaviourController(IGameObject gameObject) => Assign(gameObject);
private void InsertBehaviourByPriority<T>(T behaviour) where T : class, IBehaviour
{
int i;
for (i = 0; i < behaviours.Count; i++)
{
if (behaviours[i].Priority > behaviour.Priority)
continue;
behaviours.Insert(i, behaviour);
return;
}
if (i == 0 || i == behaviours.Count)
behaviours.Add(behaviour);
}
private void OnPriorityChange(IBehaviour sender, int previousPriority)
{
behaviours.Remove(sender);
InsertBehaviourByPriority(sender);
}
public IEnumerator<IBehaviour> GetEnumerator() => behaviours.GetEnumerator();
IEnumerator IEnumerable.GetEnumerator() => behaviours.GetEnumerator();
}