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