159 lines
4.3 KiB
C#
159 lines
4.3 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using Syntriax.Engine.Core.Abstract;
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namespace Syntriax.Engine.Core;
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public class BehaviourController : IBehaviourController
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{
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public Action<IBehaviourController>? OnPreUpdate { get; set; }
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public Action<IBehaviourController>? OnUpdate { get; set; } = null;
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public Action<IBehaviourController>? OnPreDraw { get; set; } = null;
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public Action<IBehaviourController, IBehaviour>? OnBehaviourAdded { get; set; } = null;
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public Action<IBehaviourController, IBehaviour>? OnBehaviourRemoved { get; set; } = null;
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public Action<IAssignable>? OnUnassigned { get; set; } = null;
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public Action<IAssignableGameObject>? OnGameObjectAssigned { get; set; } = null;
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private readonly IList<IBehaviour> behaviours = new List<IBehaviour>(Constants.BEHAVIOURS_SIZE_INITIAL);
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private IGameObject _gameObject = null!;
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public IGameObject GameObject => _gameObject;
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public T AddBehaviour<T>(T behaviour) where T : class, IBehaviour
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{
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InsertBehaviourByPriority(behaviour);
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behaviour.Initialize();
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behaviour.OnPriorityChanged += OnPriorityChange;
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OnBehaviourAdded?.Invoke(this, behaviour);
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return behaviour;
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}
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public T AddBehaviour<T>(params object?[]? args) where T : class, IBehaviour
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=> AddBehaviour(new Factory.BehaviourFactory().Instantiate<T>(_gameObject, args));
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public bool TryGetBehaviour<T>([NotNullWhen(returnValue: true)] out T? behaviour)
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{
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foreach (var behaviourItem in behaviours)
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{
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if (behaviourItem is not T result)
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continue;
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behaviour = result;
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return true;
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}
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behaviour = default;
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return false;
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}
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public IList<T> GetBehaviours<T>()
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{
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IList<T> behaviours = new List<T>();
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foreach (var behaviourItem in this.behaviours)
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{
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if (behaviourItem is not T behaviour)
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continue;
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behaviours ??= new List<T>();
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behaviours.Add(behaviour);
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}
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return behaviours;
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}
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public void RemoveBehaviour<T>(bool removeAll = false) where T : class, IBehaviour
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{
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for (int i = behaviours.Count; i >= 0; i--)
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{
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if (behaviours[i] is not T behaviour)
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continue;
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RemoveBehaviour(behaviour);
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if (!removeAll)
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return;
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}
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}
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public void RemoveBehaviour<T>(T behaviour) where T : class, IBehaviour
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{
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if (!behaviours.Contains(behaviour))
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throw new Exception($"{behaviour.GetType().Name} does not exist in {GameObject.Name}'s {nameof(IBehaviourController)}.");
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behaviour.OnPriorityChanged -= OnPriorityChange;
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behaviour.Finalize();
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behaviours.Remove(behaviour);
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OnBehaviourRemoved?.Invoke(this, behaviour);
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}
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public bool Assign(IGameObject gameObject)
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{
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if (GameObject is not null && GameObject.Initialized)
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return false;
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_gameObject = gameObject;
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OnGameObjectAssigned?.Invoke(this);
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return true;
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}
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public bool Unassign()
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{
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if (GameObject is not null && GameObject.Initialized)
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return false;
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_gameObject = null!;
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OnUnassigned?.Invoke(this);
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return true;
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}
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public void Update()
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{
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if (!GameObject.StateEnable.Enabled)
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return;
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OnPreUpdate?.Invoke(this);
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OnUpdate?.Invoke(this);
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}
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public void UpdatePreDraw()
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{
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if (!GameObject.StateEnable.Enabled)
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return;
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OnPreDraw?.Invoke(this);
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}
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public BehaviourController() { }
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public BehaviourController(IGameObject gameObject) => Assign(gameObject);
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private void InsertBehaviourByPriority<T>(T behaviour) where T : class, IBehaviour
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{
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int i;
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for (i = 0; i < behaviours.Count; i++)
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{
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if (behaviours[i].Priority > behaviour.Priority)
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continue;
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behaviours.Insert(i, behaviour);
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return;
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}
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if (i == 0 || i == behaviours.Count)
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behaviours.Add(behaviour);
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}
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private void OnPriorityChange(IBehaviour behaviour)
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{
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behaviours.Remove(behaviour);
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InsertBehaviourByPriority(behaviour);
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}
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}
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