173 lines
4.7 KiB
C#
173 lines
4.7 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using Syntriax.Engine.Core.Abstract;
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using Syntriax.Engine.Core.Exceptions;
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using Syntriax.Engine.Core.Factory;
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namespace Syntriax.Engine.Core;
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[System.Diagnostics.DebuggerDisplay("GameObject Count: {_gameObjects.Count}")]
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public class GameManager : IGameManager
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{
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public Action<IGameManager, IGameObject>? OnGameObjectRegistered { get; set; } = null;
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public Action<IGameManager, IGameObject>? OnGameObjectUnRegistered { get; set; } = null;
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public Action<IInitialize>? OnInitialized { get; set; } = null;
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public Action<IInitialize>? OnFinalized { get; set; } = null;
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public Action<IAssignable>? OnUnassigned { get; set; } = null;
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public Action<IAssignableStateEnable>? OnStateEnableAssigned { get; set; } = null;
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private readonly List<IGameObject> _gameObjects = new(Constants.GAME_OBJECTS_SIZE_INITIAL);
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private IStateEnable _stateEnable = null!;
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private GameObjectFactory _gameObjectFactory = null!;
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private bool _initialized = false;
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private GameObjectFactory GameObjectFactory
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{
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get
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{
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if (_gameObjectFactory is null)
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_gameObjectFactory = new GameObjectFactory();
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return _gameObjectFactory;
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}
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}
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public bool Initialized => _initialized;
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public IReadOnlyList<IGameObject> GameObjects => _gameObjects;
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public IStateEnable StateEnable
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{
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get
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{
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if (_stateEnable is null)
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{
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Assign(new StateEnableFactory().Instantiate(this));
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if (_stateEnable is null)
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throw NotAssignedException.From(this, _stateEnable);
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}
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return _stateEnable;
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}
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}
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public void RegisterGameObject(IGameObject gameObject)
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{
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if (_gameObjects.Contains(gameObject))
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throw new Exception($"{nameof(IGameObject)} named {gameObject.Name} is already registered to the {nameof(GameManager)}.");
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Register(gameObject);
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}
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public T InstantiateGameObject<T>(params object?[]? args) where T : class, IGameObject
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{
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T gameObject = GameObjectFactory.Instantiate<T>(args);
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Register(gameObject);
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return gameObject;
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}
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public IGameObject RemoveGameObject(IGameObject gameObject)
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{
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if (!_gameObjects.Contains(gameObject))
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throw new Exception($"{nameof(IGameObject)} named {gameObject.Name} is not registered to the {nameof(GameManager)}.");
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Unregister(gameObject);
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return gameObject;
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}
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public bool Initialize()
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{
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if (Initialized)
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return false;
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NotAssignedException.Check(this, StateEnable);
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foreach (var gameObject in GameObjects)
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gameObject.Initialize();
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_initialized = true;
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OnInitialized?.Invoke(this);
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return true;
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}
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public bool Finalize()
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{
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if (!Initialized)
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return false;
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for (int i = GameObjects.Count; i >= 0; i--)
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GameObjects[i].Finalize();
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OnFinalized?.Invoke(this);
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_initialized = false;
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return true;
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}
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public bool Assign(IStateEnable stateEnable)
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{
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if (Initialized)
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return false;
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_stateEnable = stateEnable;
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OnStateEnableAssigned?.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 (Initialized)
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return false;
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_stateEnable = 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(EngineTime time)
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{
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Time.SetTime(time);
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foreach (var gameObject in GameObjects)
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gameObject.BehaviourController.Update();
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}
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public void PreDraw()
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{
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foreach (var gameObject in GameObjects)
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gameObject.BehaviourController.UpdatePreDraw();
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}
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/////////////////////////////////////////////////////////////////
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private void Register(IGameObject gameObject)
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{
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gameObject.Assign(this);
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gameObject.OnFinalized += OnGameObjectFinalize;
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_gameObjects.Add(gameObject);
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OnGameObjectRegistered?.Invoke(this, gameObject);
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}
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private void Unregister(IGameObject gameObject)
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{
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gameObject.OnFinalized -= OnGameObjectFinalize;
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_gameObjects.Remove(gameObject);
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OnGameObjectUnRegistered?.Invoke(this, gameObject);
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}
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private void OnGameObjectFinalize(IInitialize initialize)
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{
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if (initialize is IGameObject gameObject)
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Unregister(gameObject);
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}
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/////////////////////////////////////////////////////////////////
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public IEnumerator<IGameObject> GetEnumerator() => _gameObjects.GetEnumerator();
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IEnumerator IEnumerable.GetEnumerator() => _gameObjects.GetEnumerator();
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}
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