Beispiel #1
0
 public Game(T gameWorld, GameStateConstructor <T> stateConstructor = null)
 {
     _gameWorld                 = gameWorld;
     _cachedGameStates          = new Dictionary <Type, BaseGameState <T> >();
     _gameStateHistory          = new Stack <GameStateItem>();
     _globalStateSwitchers      = new Dictionary <Type, BaseGlobalStateSwitcher <T> >();
     _currentGameStateSwitchers = new Dictionary <Type, BaseStateSwitcher <T> >();
     _defaultStateConstructor   = stateConstructor;
     SwitchGameState <U>(stateConstructor);
 }
Beispiel #2
0
        private void InternalSwitchGameState(Type gameStateType, GameStateConstructor <T> constructor)
        {
            BaseGameState <T> gameStateInstance;

            if (!_cachedGameStates.TryGetValue(gameStateType, out gameStateInstance))
            {
                gameStateInstance = Activator.CreateInstance(gameStateType) as BaseGameState <T>;
            }

            if (gameStateInstance == null)
            {
                Debug.LogErrorFormat("Can't switch to game state of type {0} because it is was not created for GameWorld type {1} or the constructor has parameters", gameStateType, _gameWorld.GetType());
            }
            else
            {
                StateSwitchOperation(gameStateInstance, constructor);
            }
        }
Beispiel #3
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 public void SwitchGameState(Type gameStateType, GameStateConstructor <T> constructor = null)
 {
     InternalSwitchGameState(gameStateType, constructor);
 }
Beispiel #4
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 public void SwitchGameState(GameStateItem gameStateItem)
 {
     InternalSwitchGameState(gameStateItem.GameStateType, GameStateConstructor <T> .Create(gameStateItem));
 }
Beispiel #5
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 public void SwitchGameState <GameState>(GameStateConstructor <T> constructor = null) where GameState : BaseGameState <T>, new()
 {
     SwitchGameState(typeof(GameState), constructor);
 }
Beispiel #6
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        private void StateSwitchOperation(BaseGameState <T> gameStateInstance, GameStateConstructor <T> constructor)
        {
            if (_currentGameState != null)
            {
                foreach (var p in _currentGameStateSwitchers)
                {
                    p.Value.Deactivate(_currentGameState);
                }

                GameStateItem?i = _currentGameState.Deactivate(_currentSwitcherTypes);
                if (i.HasValue)
                {
                    _gameStateHistory.Push(i.Value);
                }

                _currentSwitcherTypes = null;
                _currentGameStateSwitchers.Clear();
            }

            _currentGameState = null;

            if (gameStateInstance != null)
            {
                Type t = gameStateInstance.GetType();
                if (!_cachedGameStates.ContainsKey(t))
                {
                    _cachedGameStates.Add(t, gameStateInstance);
                    gameStateInstance.Initialize(_gameWorld, this);
                }
                else
                {
                    gameStateInstance = _cachedGameStates[t];
                }

                _currentGameState = gameStateInstance;

                StateParameters parameters = null;

                if (constructor != null)
                {
                    _currentSwitcherTypes = constructor.SwitcherTypes;
                    parameters            = constructor.Parameters;

                    if (_currentSwitcherTypes != null && _currentSwitcherTypes.Length > 0)
                    {
                        for (int i = 0; i < _currentSwitcherTypes.Length; i++)
                        {
                            Type switcherType = _currentSwitcherTypes[i];
                            if (!_currentGameStateSwitchers.ContainsKey(switcherType))
                            {
                                BaseStateSwitcher <T> switcher = Activator.CreateInstance(switcherType) as BaseStateSwitcher <T>;
                                _currentGameStateSwitchers.Add(_currentSwitcherTypes[i], switcher);
                                switcher.Activate(this, _currentGameState);
                            }
                        }
                    }
                }

                if (parameters == null)
                {
                    parameters = new StateParameters(new IStateParameter[] { });
                }

                _currentGameState.Activate(parameters);
            }
        }