Syntriax.Engine/Engine.Core/ActiveBehaviourCollector.cs

124 lines
4.6 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using Syntriax.Engine.Core.Abstract;
namespace Syntriax.Engine.Core;
public class ActiveBehaviourCollector<T> : IBehaviourCollector<T> where T : class, IBehaviour
{
public event IAssignable.UnassignEventHandler? OnUnassigned = null;
public event IHasGameManager.GameManagerAssignedEventHandler? OnGameManagerAssigned = null;
public event IBehaviourCollector<T>.CollectedEventHandler? OnCollected = null;
public event IBehaviourCollector<T>.RemovedEventHandler? OnRemoved = null;
private readonly List<T> monitoringBehaviours = new(32);
protected readonly List<T> activeBehaviours = new(32);
protected readonly Dictionary<IStateEnable, T> monitoringStateToBehaviour = new(32);
public IReadOnlyList<T> Behaviours => activeBehaviours;
public IGameManager GameManager { get; private set; } = null!;
public T this[Index index] => activeBehaviours[index];
public ActiveBehaviourCollector() { }
public ActiveBehaviourCollector(IGameManager gameManager) => Assign(gameManager);
private void OnHierarchyObjectRegistered(IGameManager manager, IHierarchyObject hierarchyObject)
{
hierarchyObject.BehaviourController.OnBehaviourAdded += OnBehaviourAdded;
hierarchyObject.BehaviourController.OnBehaviourRemoved += OnBehaviourRemoved;
foreach (IBehaviour item in hierarchyObject.BehaviourController)
OnBehaviourAdded(hierarchyObject.BehaviourController, item);
}
private void OnHierarchyObjectUnregistered(IGameManager manager, IHierarchyObject hierarchyObject)
{
hierarchyObject.BehaviourController.OnBehaviourAdded -= OnBehaviourAdded;
hierarchyObject.BehaviourController.OnBehaviourRemoved -= OnBehaviourRemoved;
foreach (IBehaviour item in hierarchyObject.BehaviourController)
OnBehaviourRemoved(hierarchyObject.BehaviourController, item);
}
protected virtual void OnBehaviourAdd(IBehaviour behaviour) { }
private void OnBehaviourAdded(IBehaviourController controller, IBehaviour behaviour)
{
if (behaviour is not T tBehaviour)
return;
monitoringBehaviours.Add(tBehaviour);
monitoringStateToBehaviour.Add(tBehaviour.StateEnable, tBehaviour);
tBehaviour.StateEnable.OnEnabledChanged += OnBehaviourStateChanged;
OnBehaviourStateChanged(tBehaviour.StateEnable, !tBehaviour.StateEnable.Enabled);
}
private void OnBehaviourStateChanged(IStateEnable sender, bool previousState)
{
T behaviour = monitoringStateToBehaviour[sender];
if (sender.Enabled)
{
activeBehaviours.Add(behaviour);
OnBehaviourAdd(behaviour);
OnCollected?.Invoke(this, behaviour);
}
else if (activeBehaviours.Contains(behaviour))
{
activeBehaviours.Remove(behaviour);
OnBehaviourRemove(behaviour);
OnRemoved?.Invoke(this, behaviour);
}
}
protected virtual void OnBehaviourRemove(IBehaviour behaviour) { }
private void OnBehaviourRemoved(IBehaviourController controller, IBehaviour behaviour)
{
if (behaviour is not T tBehaviour)
return;
if (!monitoringBehaviours.Remove(tBehaviour) || !monitoringStateToBehaviour.Remove(tBehaviour.StateEnable))
return;
tBehaviour.StateEnable.OnEnabledChanged -= OnBehaviourStateChanged;
}
public bool Assign(IGameManager gameManager)
{
if (GameManager is not null)
return false;
foreach (IHierarchyObject hierarchyObject in gameManager.HierarchyObjects)
OnHierarchyObjectRegistered(gameManager, hierarchyObject);
gameManager.OnHierarchyObjectRegistered += OnHierarchyObjectRegistered;
gameManager.OnHierarchyObjectUnRegistered += OnHierarchyObjectUnregistered;
GameManager = gameManager;
OnGameManagerAssigned?.Invoke(this);
return true;
}
public bool Unassign()
{
if (GameManager is null)
return false;
foreach (IHierarchyObject hierarchyObject in GameManager.HierarchyObjects)
OnHierarchyObjectUnregistered(GameManager, hierarchyObject);
GameManager.OnHierarchyObjectRegistered -= OnHierarchyObjectRegistered;
GameManager.OnHierarchyObjectUnRegistered -= OnHierarchyObjectUnregistered;
GameManager = null!;
OnUnassigned?.Invoke(this);
return true;
}
public IEnumerator<T> GetEnumerator() => activeBehaviours.GetEnumerator();
IEnumerator IEnumerable.GetEnumerator() => activeBehaviours.GetEnumerator();
}