Esempio n. 1
0
        public virtual void Add(ISystem aSystem, int aPriority = 0)
        {
            if (IsLocked)
            {
                _pending.Add(new KeyValuePair <AntPriorityPair <ISystem>, PendingChange>(new AntPriorityPair <ISystem>(aSystem, aPriority), PendingChange.Add));
            }
            else
            {
                _systems.Add(new AntPriorityPair <ISystem>(aSystem, aPriority));
                _systems = _systems.OrderBy(x => x.Priority).ToList();

                var initializeSystem = aSystem as IInitializeSystem;
                if (initializeSystem != null)
                {
                    _initializeSystems.Add(new AntPriorityPair <IInitializeSystem>(initializeSystem, aPriority));
                    _initializeSystems = _initializeSystems.OrderBy(x => x.Priority).ToList();
                }

                var deinitializeSystem = aSystem as IDeinitializeSystem;
                if (deinitializeSystem != null)
                {
                    _deinitializeSystems.Add(new AntPriorityPair <IDeinitializeSystem>(deinitializeSystem, aPriority));
                    _deinitializeSystems = _deinitializeSystems.OrderBy(x => x.Priority).ToList();
                }

                var disableSystem = aSystem as IDisableSystem;
                if (disableSystem != null)
                {
                    _disableSystems.Add(new AntPriorityPair <IDisableSystem>(disableSystem, aPriority));
                    _disableSystems = _disableSystems.OrderBy(x => x.Priority).ToList();
                }

                var enableSystem = aSystem as IEnableSystem;
                if (enableSystem != null)
                {
                    _enableSystems.Add(new AntPriorityPair <IEnableSystem>(enableSystem, aPriority));
                    _enableSystems = _enableSystems.OrderBy(x => x.Priority).ToList();
                }

                var executeSystem = aSystem as IExecuteSystem;
                if (executeSystem != null)
                {
                    _executeSystems.Add(new AntPriorityPair <IExecuteSystem>(executeSystem, aPriority));
                    _executeSystems = _executeSystems.OrderBy(x => x.Priority).ToList();
                }

                var cleanupSystem = aSystem as ICleanupSystem;
                if (cleanupSystem != null)
                {
                    _cleanupSystems.Add(new AntPriorityPair <ICleanupSystem>(cleanupSystem, aPriority));
                    _cleanupSystems = _cleanupSystems.OrderBy(x => x.Priority).ToList();
                }

                aSystem.AddedToEngine(_engine);
            }
        }
Esempio n. 2
0
 public void AddSystem(ISystem aSystem, int aPriority)
 {
     aSystem.Priority = aPriority;
     if (!IsLocked)
     {
         _systems.Add(new AntSystemPriority(aSystem, aPriority));
         _systems       = _systems.OrderBy(sys => sys.Priority).ToList();
         aSystem.Engine = this;
         aSystem.AddedToEngine(this);
     }
     else
     {
         _pending.Add(new KeyValuePair <ISystem, PendingChange>(aSystem, PendingChange.Add));
     }
 }
Esempio n. 3
0
 public void AddSystem(ISystem system, int priority)
 {
     _systems.Add(new SystemPriorityPair(system, priority));
     _systems = _systems.OrderBy(s => s.Priority).ToList();
     system.AddedToEngine(this);
 }