Syntriax.Engine/Engine.Core/HierarchyObject.cs

137 lines
4.5 KiB
C#

using System.Collections;
using System.Collections.Generic;
using Syntriax.Engine.Core.Abstract;
namespace Syntriax.Engine.Core;
[System.Diagnostics.DebuggerDisplay("Name: {Name}, Initialized: {Initialized}")]
public class HierarchyObject : BaseEntity, IHierarchyObject
{
public event IHierarchyObject.EnteredHierarchyEventHandler? OnEnteredHierarchy = null;
public event IHierarchyObject.ExitedHierarchyEventHandler? OnExitedHierarchy = null;
public event IHierarchyObject.ParentChangedEventHandler? OnParentChanged = null;
public event IHierarchyObject.ChildrenAddedEventHandler? OnChildrenAdded = null;
public event IHierarchyObject.ChildrenRemovedEventHandler? OnChildrenRemoved = null;
public event IHasBehaviourController.BehaviourControllerAssignedEventHandler? OnBehaviourControllerAssigned = null;
public event INameable.NameChangedEventHandler? OnNameChanged = null;
private string _name = nameof(HierarchyObject);
private IGameManager _gameManager = null!;
private IBehaviourController _behaviourController = null!;
private readonly List<IHierarchyObject> _children = [];
public IHierarchyObject? Parent { get; private set; } = null;
public IReadOnlyList<IHierarchyObject> Children => _children;
public IGameManager GameManager => _gameManager;
public bool IsInHierarchy => _gameManager is not null;
public string Name
{
get => _name;
set
{
if (value == _name) return;
string previousName = _name;
_name = value;
OnNameChanged?.Invoke(this, previousName);
}
}
public IBehaviourController BehaviourController => _behaviourController;
protected virtual void OnEnteringHierarchy(IGameManager gameManager) { }
bool IHierarchyObject.EnterHierarchy(IGameManager gameManager)
{
if (IsInHierarchy)
return false;
_gameManager = gameManager;
OnEnteringHierarchy(gameManager);
OnEnteredHierarchy?.Invoke(this, gameManager);
return true;
}
protected virtual void OnExitingHierarchy(IGameManager gameManager) { }
bool IHierarchyObject.ExitHierarchy()
{
if (!IsInHierarchy || _gameManager is not IGameManager gameManager)
return false;
_gameManager = null!;
OnExitingHierarchy(gameManager);
OnExitedHierarchy?.Invoke(this, gameManager);
return true;
}
public void SetParent(IHierarchyObject? parent)
{
if (parent == this || Parent == parent)
return;
IHierarchyObject? previousParent = Parent;
if (previousParent is not null)
{
previousParent.RemoveChild(this);
previousParent.OnParentChanged -= NotifyChildrenOnParentChange;
}
Parent = parent;
if (parent is not null)
{
parent.AddChild(this);
parent.OnParentChanged += NotifyChildrenOnParentChange;
}
OnParentChanged?.Invoke(this, previousParent, parent);
}
public void AddChild(IHierarchyObject parent)
{
if (_children.Contains(parent))
return;
_children.Add(parent);
parent.SetParent(this);
OnChildrenAdded?.Invoke(this, parent);
}
public void RemoveChild(IHierarchyObject parent)
{
if (!_children.Remove(parent))
return;
parent.SetParent(null);
OnChildrenRemoved?.Invoke(this, parent);
}
private void NotifyChildrenOnParentChange(IHierarchyObject sender, IHierarchyObject? previousParent, IHierarchyObject? newParent)
{
// TODO No idea how logical this is to propagate this to the children the way I'm doing right now.
// I was originally gonna just call `child.OnParentChanged?.Invoke(child, child.parentTransform);` but seems an unnecessary call too?
foreach (IHierarchyObject child in Children) // TODO CHECK ERRORS
child.SetParent(this);
}
public bool Assign(IBehaviourController behaviourController)
{
if (IsInitialized)
return false;
_behaviourController = behaviourController;
OnBehaviourControllerAssigned?.Invoke(this);
return true;
}
protected override void InitializeInternal()
{
base.InitializeInternal();
_behaviourController ??= new Factory.BehaviourControllerFactory().Instantiate(this);
}
public IEnumerator<IHierarchyObject> GetEnumerator() => _children.GetEnumerator();
IEnumerator IEnumerable.GetEnumerator() => _children.GetEnumerator();
}