Esempio n. 1
0
 /// <summary>
 /// Merges data into your object. (no deep copy)
 /// </summary>
 /// <param name="incoming"></param>
 /// <param name="onlyCopyPersistedData"></param>
 public void MergeDataFrom(GSContext incoming, bool onlyCopyPersistedData = false)
 {
     if (incoming == null)
     {
         UnityEngine.Debug.LogError("Trying to merge from null! Type: GSContext");
         return;
     }
     // base.MergeDataFrom(incoming, onlyCopyPersistedData);
 }
        public override IObservable <bool> StartGameState(GameState gamestate, GSContext ctx = null)
        {
            var oldGameState = CurrentGameState;

            CurrentGameState = null;

            List <IObservable <bool> > startupSequence = new List <IObservable <bool> >();

            if (oldGameState != null)
            {
                // if there is a gamestate already active, first make sure it's onExit-observable is finished
                startupSequence.Add(oldGameState.DoOnExit());
            }
            startupSequence.Add(Observable.Return(true).Do(_ => {
                // make sure the new gamestate is set before OnEnter-calls are executed
                CurrentGameState = gamestate;
            }));
            startupSequence.Add(gamestate.DoOnEnter(ctx));

            return(Observable.Concat(startupSequence).Last());
        }
Esempio n. 3
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    protected virtual void Start()
    {
        //Resolve disposableManager
        dManager = Container.Resolve <DisposableManager>();
        //Let the program know, that Kernel has finished loading


        // first start rxStartup-queue
        // if this is finished, start initial gamestate
        rxStartup
        .RxExecute()
        .SelectMany(_ => {
            string initialGameStateName = GetInitialGamestateName();
            Service.GameStateService.GSContext initialGameStateCtx = GetInitialGamestateContext();
            if (initialGameStateName == null)
            {
                Debug.LogWarning("No inital gamestate specified!");
                return(Observable.Return(true));
            }
            else
            {
                Service.GameStateService.IGameStateService gameStateService = Container.Resolve <Service.GameStateService.IGameStateService>();
                Service.GameStateService.GameState initialGameState         = gameStateService.GetGameState(initialGameStateName);
                if (initialGameState == null)
                {
                    Debug.LogWarning("Could not find initial gamestate with name:" + initialGameStateName);
                    return(Observable.Return(true));
                }
                return(gameStateService.StartGameState(initialGameState, initialGameStateCtx).Do(__ => { Debug.Log("Started initial gamestate:" + initialGameStateName); }));
            }
        })
        .Last()
        .Take(1)
        .Subscribe(_ => {
            KernelReady = true;
            Debug.LogWarning("Startup done!");
            OnKernelReady();
        });
    }
Esempio n. 4
0
        /// <summary>
        /// Called when gamestate is activated. Returns IObservable<bool>. Gamestate is marked as 'starting' until the OnEnter-Observable emits a true-element (and then is in running-state)
        /// Override this method with gamestate startup-logic (if needed)
        /// </summary>
        /// <returns></returns>
        public IObservable <bool> DoOnEnter(GSContext ctx = null)
        {
            if (entityManager == null)
            {
                entityManager = Kernel.Instance.Container.Resolve <ECS.IEntityManager>();
            }

            this.currentContext = ctx == null?CreateDefaultContext() : ctx;

            CurrentState = GSStatus.starting;

            // fire hook
            _eventService.Publish(evtBeforeEnter);

            // if not overriden, exit immediately
            return(OnEnter.RxExecute().Finally(() => {
                CurrentState = GSStatus.running;

                // fire hook
                _eventService.Publish(evtAfterEnter);

                AllowedToTick = true;

                // finally the gamestate is started
                tickDisposable = Observable.EveryUpdate()
                                 .Subscribe(_ => {
                    // tell that the we start the tick. last chance to react
                    // TODO: performance? (i guess its ok, but 2 msgs per frame,...should be ok. yes?)
                    _eventService.Publish(evtBeforeTick);

                    ExecuteTickList();

                    // tell that the tick is finished
                    _eventService.Publish(evtAfterTick);
                });

                gamestateDisposable.Add(tickDisposable); // add tick also to gamestate just to be sure the gamestate's tick gets disposed when the gamestate is left
            }));
        }
 public abstract IObservable <bool> StartGameState(GameState gamestate, GSContext ctx = null);