Finished docking

This commit is contained in:
2026-02-08 20:58:08 -05:00
parent 67fca0c271
commit a6555e3a48
41 changed files with 194 additions and 407 deletions

View File

@@ -1,45 +0,0 @@
using System;
using System.Collections.Generic;
namespace Awperative;
public sealed partial class Body
{
public Component GetComponent<Generic>() where Generic : Component => GetComponents<Generic>()[0];
public Component[] GetComponents<Generic>() where Generic : Component {
List<Component> returnValue = [];
foreach (Component component in _components)
if (component is Generic) returnValue.Add(component);
if(returnValue.Count == 0) { Debug.LogWarning("Scene has no components of this type"); return null; }
return returnValue.ToArray();
}
public Component FindSingleton<Generic>() where Generic : Component {
foreach (Component component in _components)
if (component.GetType() == typeof(Generic))
if(component.EnforceSingleton)
return component;
else {
Debug.LogError("Component is not a singleton");
return null;
}
Debug.LogError("Scene does not contain a component of this type");
return null;
}
public bool SingletonExists<Generic>() where Generic : Component
{
foreach (Component __component in _components)
if (__component.GetType() == typeof(Generic))
if (__component.EnforceSingleton)
return true;
else
return false;
return false;
}
}

View File

@@ -1,11 +1,12 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
namespace Awperative;
public sealed partial class Body
public sealed partial class Body : DockerEntity
{
@@ -80,4 +81,16 @@ public sealed partial class Body
internal void Unload() { foreach (Component component in _components) component.Unload(); }
internal void Load() { foreach (Component component in _components) { component.Load(); } }
internal void Update(GameTime __gameTime) { foreach (Component component in _components) { component.Update(__gameTime); } }
internal void Draw(GameTime __gameTime) { foreach (Component component in _components) { component.Draw(__gameTime); } }
internal void Destroy() { foreach(Component component in _components) component.Destroy(); }
internal void Create() { foreach (Component component in _components) component.Create(); }
}

View File

@@ -1,22 +0,0 @@
using System.Linq;
using Microsoft.Xna.Framework;
namespace Awperative;
public sealed partial class Body
{
internal void Unload() { foreach (Component component in _components) component.Unload(); }
internal void Load() { foreach (Component component in _components) { component.Load(); } }
internal void Update(GameTime __gameTime) { foreach (Component component in _components) { component.Update(__gameTime); } }
internal void Draw(GameTime __gameTime) { foreach (Component component in _components) { component.Draw(__gameTime); } }
internal void Destroy() { foreach(Component component in _components) component.Destroy(); }
internal void Create() { foreach (Component component in _components) component.Create(); }
}

View File

@@ -2,13 +2,11 @@ using System;
namespace Awperative;
public sealed partial class Body
public abstract partial class DockerEntity
{
public Component AddComponent<Generic>() where Generic : Component => AddComponent<Generic>([]);
public Component AddComponent<Generic>(object[] __args) where Generic : Component {
if (SingletonExists<Generic>()) { Debug.LogError("Cannot add component when singleton exists"); return null; }
if(typeof(Generic).GetConstructor((Type[]) __args) == null) { Debug.LogError("Component does not contain a valid constructor"); return null; };
try {

View File

@@ -8,14 +8,9 @@ namespace Awperative;
/// <summary>
/// Base class for all Awperative entities, manages components as a requirement because that is the job of all entities.
/// </summary>
internal abstract partial class DockerEntity
public abstract partial class DockerEntity
{
public Scene scene;
public List<Component> Components => _components.ToList();
public Scene Scene;
internal HashSet<Component> _components;
}

View File

@@ -0,0 +1,19 @@
using System;
using System.Collections.Generic;
namespace Awperative;
public abstract partial class DockerEntity
{
public Component GetComponent<Generic>() where Generic : Component => GetComponents<Generic>()[0];
public Component[] GetComponents<Generic>() where Generic : Component {
List<Component> returnValue = [];
foreach (Component component in _components)
if (component is Generic) returnValue.Add(component);
if(returnValue.Count == 0) { Debug.LogWarning("Scene has no components of this type"); return null; }
return returnValue.ToArray();
}
}

View File

@@ -1,6 +1,6 @@
namespace Awperative;
public sealed partial class Body
public abstract partial class DockerEntity
{
public void RemoveComponent(Component __component) {

View File

@@ -1,7 +0,0 @@
namespace Awperative;
internal abstract partial class DockerEntity
{
}

View File

@@ -1,134 +0,0 @@
using System;
using System.Collections.Generic;
namespace Awperative;
public sealed partial class Scene : DockerEntity
{
public List<Behavior> behaviors { get; private set; } = [];
//todo: use extern keyword to make transform ambiguous to support potential 3D games
public Generic AddBehavior<Generic>(object[] args) where Generic : Behavior {
if (SingletonExists<Generic>())
throw new Exception("Cannot add behavior when singleton exists!");
Generic behavior = (Generic) Activator.CreateInstance(typeof(Generic), args);
if(behavior == null)
throw new Exception("Failed to create behavior!");
behaviors.Add(behavior);
behavior.Initiate(this);
BehaviorCreatedEvent?.Invoke(this, new BehaviorCreateEvent(behavior, this));
return behavior;
}
public Generic AddBehavior<Generic>() where Generic : Behavior {
if (SingletonExists<Generic>())
throw new Exception("Cannot add behavior when singleton exists!");
Generic behavior = (Generic) Activator.CreateInstance(typeof(Generic));
if(behavior == null)
throw new Exception("Failed to create behavior!");
behaviors.Add(behavior);
behavior.Initiate(this);
BehaviorCreatedEvent?.Invoke(this, new BehaviorCreateEvent(behavior, this));
return behavior;
}
public Generic[] GetBehaviors<Generic>() where Generic : Behavior {
List<Behavior> foundBehaviors = behaviors.FindAll(x => x.GetType() == typeof(Generic));
if(foundBehaviors.Count == 0)
throw new Exception("Scene has no behaviors of that type!");
return foundBehaviors.ToArray() as Generic[];
}
public Generic GetBehavior<Generic>() where Generic : Behavior {
Behavior foundBehavior = behaviors.Find(x => x.GetType() == typeof(Generic));
if(foundBehavior == null)
throw new Exception("Scene has no behaviors of that type!");
return foundBehavior as Generic;
}
public void RemoveBehaviors<Generic>() where Generic : Behavior {
Behavior[] foundBehaviors = GetBehaviors<Generic>();
if(foundBehaviors.Length == 0)
throw new Exception("Scene has no behaviors of that type!");
foreach (Behavior behavior in foundBehaviors) {
behavior.End();
behaviors.Remove(behavior);
BehaviorDestroyedEvent?.Invoke(this, new BehaviorDestroyEvent(behavior, this));
}
}
public void RemoveBehavior<Generic>() where Generic : Behavior {
Behavior foundBehavior = GetBehavior<Generic>();
if(foundBehavior == null)
throw new Exception("Scene has no behaviors of that type!");
foundBehavior.End();
behaviors.Remove(foundBehavior);
BehaviorDestroyedEvent?.Invoke(this ,new BehaviorDestroyEvent(foundBehavior, this));
}
public void RemoveBehavior(Behavior __behavior) {
__behavior.End();
behaviors.Remove(__behavior);
BehaviorDestroyedEvent?.Invoke(this, new BehaviorDestroyEvent(__behavior, this));
}
public Generic FindSingleton<Generic>() where Generic : Behavior
{
foreach (Behavior __behavior in behaviors)
if (__behavior.GetType() == typeof(Generic))
if(__behavior.EnforceSingleton)
return (Generic) __behavior;
else
throw new Exception("Behavior is not a singleton");
throw new Exception("Behavior not found");
return null;
}
public bool SingletonExists<Generic>() where Generic : Behavior
{
foreach (Behavior __behavior in behaviors)
if (__behavior.GetType() == typeof(Generic))
if (__behavior.EnforceSingleton)
return true;
else
return false;
return false;
}
public void RecompileBehaviorOrder() {
behaviors.Sort((a, b) => a.Priority.CompareTo(b.Priority));
behaviors.Reverse();
}
}

View File

@@ -7,8 +7,6 @@ namespace Awperative;
public sealed partial class Scene : DockerEntity
{
public List<Body> bodies { get; private set; } = [];
public Body AddBody(Transform __transform) {
Body body = new Body(this, __transform);
bodies.Add(body);

View File

@@ -1,10 +1,35 @@
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
namespace Awperative;
public sealed partial class Scene : DockerEntity
{
public List<Body> bodies { get; private set; } = [];
public void Unload() {
foreach (Component component in _components) component.Unload();
foreach (Body body in bodies.ToList()) body.Unload();
}
public void Load() {
foreach (Component component in _components) component.Load();
foreach (Body body in bodies.ToList()) { body.Load(); }
}
public void Update(GameTime __gameTime) {
foreach (Component component in _components) component.Update(__gameTime);
foreach (Body body in bodies.ToList()) { body.Update(__gameTime); }
}
public void Draw(GameTime __gameTime) {
foreach (Component component in _components) component.Draw(__gameTime);
foreach (Body body in bodies.ToList()) { body.Draw(__gameTime); }
}
//todo: add scene.destroy in v5
}

View File

@@ -6,9 +6,6 @@ namespace Awperative;
public sealed partial class Scene : DockerEntity
{
public event EventHandler<BehaviorCreateEvent> BehaviorCreatedEvent;
public event EventHandler<BehaviorDestroyEvent> BehaviorDestroyedEvent;
public event EventHandler<BodyCreateEvent> BodyCreatedEvent;
public event EventHandler<BodyDestroyEvent> BodyDestroyedEvent;

View File

@@ -1,29 +0,0 @@
using System.Linq;
using Microsoft.Xna.Framework;
namespace Awperative;
public sealed partial class Scene : DockerEntity
{
public void Unload() {
foreach (Behavior behavior in behaviors.ToList()) behavior.Unload();
foreach (Body body in bodies.ToList()) body.Unload();
}
public void Load() {
foreach (Behavior behavior in behaviors.ToList()) { behavior.Load(); }
foreach (Body body in bodies.ToList()) { body.Load(); }
}
public void Update(GameTime __gameTime) {
foreach (Behavior behavior in behaviors.ToList()) { behavior.Update(__gameTime); }
foreach (Body body in bodies.ToList()) { body.Update(__gameTime); }
}
public void Draw(GameTime __gameTime) {
foreach (Behavior behavior in behaviors.ToList()) { behavior.Draw(__gameTime); }
foreach (Body body in bodies.ToList()) { body.Draw(__gameTime); }
}
}

View File

@@ -1,15 +0,0 @@
namespace Awperative;
public sealed record BehaviorCreateEvent
{
public readonly Behavior behavior;
public readonly Scene scene;
internal BehaviorCreateEvent() {}
internal BehaviorCreateEvent(Behavior __behavior, Scene __scene)
{
behavior = __behavior;
scene = __scene;
}
}

View File

@@ -1,15 +0,0 @@
namespace Awperative;
public sealed record BehaviorDestroyEvent
{
public readonly Behavior behavior;
public readonly Scene scene;
internal BehaviorDestroyEvent() {}
internal BehaviorDestroyEvent(Behavior __behavior, Scene __scene)
{
behavior = __behavior;
scene = __scene;
}
}

View File

@@ -4,4 +4,16 @@ namespace Awperative;
public class BodyComponent : Component
{
public Body Body;
internal override void Initiate(DockerEntity __docker) {
Docker = __docker;
Body = (Body)__docker;
Create();
}
public Transform Transform => Body.transform;
}

View File

@@ -7,23 +7,27 @@ namespace Awperative;
/// <summary>
/// The lowest level scripting class in Awperative. Components are scene level and provide access to all scene level methods, can be applied to any docker and inherited
/// Sadly component does not have excessive access to specific types.
/// Anything that inherits Component is built to work in any DockerEntity, which leads to generic
/// Assumptions. If you want to make a body specific or scene specific component both classes are available.
/// </summary>
public abstract class Component
public abstract partial class Component
{
internal DockerEntity Parent;
public Scene Scene { get; set; }
internal DockerEntity Docker;
internal void Initiate(DockerEntity __parent) {
Parent = __parent;
internal virtual void Initiate(DockerEntity __docker) {
Docker = __docker;
Create();
}
internal void End() {
internal virtual void End() {
Destroy();
}

View File

@@ -0,0 +1,26 @@
namespace Awperative;
public abstract partial class Component
{
protected Body AddBody() => Scene.AddBody();
protected Body AddBody(Transform __transform) => Scene.AddBody(__transform);
protected Body GetBody(string __tag) => Scene.GetBody(__tag);
protected Body[] GetBodies(string __tag) => Scene.GetBodies(__tag);
protected void DestroyBody(Body __body) => Scene.DestroyBody(__body);
public Component AddComponent<Generic>() where Generic : Component => Docker.AddComponent<Generic>();
public Component AddComponent<Generic>(object[] __args) where Generic : Component => Docker.AddComponent<Generic>(__args);
public Component GetComponent<Generic>() where Generic : Component => Docker.GetComponent<Generic>();
public Component[] GetComponents<Generic>() where Generic : Component => Docker.GetComponents<Generic>();
public void RemoveComponent<Generic>() where Generic : Component => Docker.RemoveComponent<Generic>();
}

View File

@@ -1,72 +0,0 @@
using Microsoft.Xna.Framework;
namespace Awperative;
public abstract class Component
{
public Scene scene;
public Body body;
public bool Enabled = false;
public bool EnforceSingleton = false;
//0 = default highest priority called first, lowest priority called last
//todo: add optional parameter for priority at creation
public int Priority {
get => _priority;
set { _priority = value; }
} private int _priority = 0;
protected Transform transform => body.transform;
protected Body AddBody() => scene.AddBody();
protected Body AddBody(Transform __transform) => scene.AddBody(__transform);
protected Body GetBody(string __tag) => scene.GetBody(__tag);
protected Body[] GetBodies(string __tag) => scene.GetBodies(__tag);
protected void DestroyBody(Body __body) => scene.DestroyBody(__body);
public Generic AddBehavior<Generic>() where Generic : Behavior => scene.AddBehavior<Generic>();
public Generic AddBehavior<Generic>(object[] __args) where Generic : Behavior => scene.AddBehavior<Generic>(__args);
public Generic GetBehavior<Generic>() where Generic : Behavior => scene.GetBehavior<Generic>();
public Generic[] GetBehaviors<Generic>() where Generic : Behavior => scene.GetBehaviors<Generic>();
public void RemoveBehavior<Generic>() where Generic : Behavior => scene.RemoveBehavior<Generic>();
public Component AddComponent<Generic>() where Generic : Component => body.AddComponent<Generic>();
public Component AddComponent<Generic>(object[] __args) where Generic : Component => body.AddComponent<Generic>(__args);
public Component GetComponent<Generic>() where Generic : Component => body.GetComponent<Generic>();
public Component[] GetComponents<Generic>() where Generic : Component => body.GetComponents<Generic>();
public void RemoveComponent<Generic>() where Generic : Component => body.RemoveComponent<Generic>();
//creation logic
internal void Initiate(Body __body)
{
body = __body;
scene = __body.Scene;
Create();
}
internal void End()
{
Destroy();
}
}

View File

@@ -1,10 +0,0 @@
namespace Awperative;
public class hello : BodyComponent
{
public void Start() {
this.ExtensionTest();
}
}