Finished docking
This commit is contained in:
@@ -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();
|
||||
}
|
||||
}
|
||||
@@ -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);
|
||||
|
||||
@@ -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
|
||||
}
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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); }
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user