112 lines
5.0 KiB
C#
112 lines
5.0 KiB
C#
using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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namespace Syntriax.Engine.Core.Abstract;
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/// <summary>
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/// Represents a controller for managing <see cref="IBehaviour"/>s and notify them accordingly about the engine's updates. Connected to an <see cref="IGameObject"/>.
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/// </summary>
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public interface IBehaviourController : IAssignableGameObject, IEnumerable<IBehaviour>
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{
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/// <summary>
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/// Event triggered before the update of <see cref="IBehaviour"/>s.
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/// </summary>
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event OnPreUpdateDelegate? OnPreUpdate;
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/// <summary>
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/// Event triggered during the update of <see cref="IBehaviour"/>s.
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/// </summary>
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event OnUpdateDelegate? OnUpdate;
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/// <summary>
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/// Event triggered before the drawing phase.
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/// </summary>
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event OnPreDrawDelegate? OnPreDraw;
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/// <summary>
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/// Event triggered when a <see cref="IBehaviour"/> is added to the <see cref="IBehaviourController"/>.
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/// </summary>
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event OnBehaviourAddedDelegate? OnBehaviourAdded;
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/// <summary>
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/// Event triggered when a <see cref="IBehaviour"/> is removed from the <see cref="IBehaviourController"/>.
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/// </summary>
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event OnBehaviourRemovedDelegate? OnBehaviourRemoved;
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/// <summary>
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/// Adds a <see cref="IBehaviour"/> to the <see cref="IBehaviourController"/>.
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/// </summary>
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/// <typeparam name="T">The type of <see cref="IBehaviour"/> to add.</typeparam>
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/// <param name="behaviour">The <see cref="IBehaviour"/> to add.</param>
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/// <returns>The added <see cref="IBehaviour"/>.</returns>
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T AddBehaviour<T>(T behaviour) where T : class, IBehaviour;
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/// <summary>
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/// Adds a <see cref="IBehaviour"/> of the specified type to the <see cref="IBehaviourController"/>.
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/// </summary>
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/// <typeparam name="T">The type of <see cref="IBehaviour"/> to add.</typeparam>
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/// <param name="args">Construction parameters for the <see cref="IBehaviour"/>.</param>
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/// <returns>The added <see cref="IBehaviour"/>.</returns>
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T AddBehaviour<T>(params object?[]? args) where T : class, IBehaviour;
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/// <summary>
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/// Gets a <see cref="IBehaviour"/> of the specified type.
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/// </summary>
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/// <typeparam name="T">The type of <see cref="IBehaviour"/> to get.</typeparam>
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/// <returns>The <see cref="IBehaviour"/> of the specified type if found; otherwise, <see cref="null"/>.</returns>
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T? GetBehaviour<T>();
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/// <summary>
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/// Tries to get a <see cref="IBehaviour"/> of the specified type.
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/// </summary>
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/// <typeparam name="T">The type of <see cref="IBehaviour"/> to get.</typeparam>
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/// <param name="behaviour">When this method returns, contains the <see cref="IBehaviour"/> of the specified type, if found; otherwise, see.</param>
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/// <returns><see cref="true"/> if a <see cref="IBehaviour"/> of the specified type was found; otherwise, <see cref="false"/>.</returns>
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bool TryGetBehaviour<T>([NotNullWhen(returnValue: true)] out T? behaviour);
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/// <summary>
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/// Gets all <see cref="IBehaviour"/>s of the specified type.
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/// </summary>
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/// <typeparam name="T">The type of <see cref="IBehaviour"/>s to get.</typeparam>
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/// <returns>A list of <see cref="IBehaviour"/>s of the specified type.</returns>
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IList<T> GetBehaviours<T>();
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/// <summary>
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/// Gets all <see cref="IBehaviour"/>s of the specified type and stores them in the provided list.
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/// </summary>
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/// <typeparam name="T">The type of <see cref="IBehaviour"/>s to get.</typeparam>
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/// <param name="behaviours">The list to store the <see cref="IBehaviour"/>s.</param>
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void GetBehaviours<T>(List<T> behaviours);
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/// <summary>
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/// Removes <see cref="IBehaviour"/>s of the specified type from the <see cref="IBehaviourController"/>.
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/// </summary>
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/// <typeparam name="T">The type of <see cref="IBehaviour"/>s to remove.</typeparam>
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/// <param name="removeAll">A flag indicating whether to remove all <see cref="IBehaviour"/>s of the specified type.</param>
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void RemoveBehaviour<T>(bool removeAll = false) where T : class, IBehaviour;
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/// <summary>
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/// Removes the specified <see cref="IBehaviour"/> from the <see cref="IBehaviourController"/>.
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/// </summary>
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/// <typeparam name="T">The type of <see cref="IBehaviour"/> to remove.</typeparam>
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/// <param name="behaviour">The <see cref="IBehaviour"/> to remove.</param>
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void RemoveBehaviour<T>(T behaviour) where T : class, IBehaviour;
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/// <summary>
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/// Updates all <see cref="IBehaviour"/>s in the <see cref="IBehaviourController"/>.
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/// </summary>
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void Update();
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/// <summary>
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/// Performs pre-draw operations.
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/// </summary>
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void UpdatePreDraw();
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delegate void OnPreUpdateDelegate(IBehaviourController sender);
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delegate void OnUpdateDelegate(IBehaviourController sender);
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delegate void OnPreDrawDelegate(IBehaviourController sender);
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delegate void OnBehaviourAddedDelegate(IBehaviourController sender, IBehaviour behaviourAdded);
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delegate void OnBehaviourRemovedDelegate(IBehaviourController sender, IBehaviour behaviourRemoved);
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}
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