/// <summary> /// Creates a behavior of the specified type. /// </summary> /// <param name="type">The type of the behavior</param> /// <param name="simulation">The simulation.</param> /// <returns></returns> /// <exception cref="ArgumentNullException">simulation</exception> public virtual IBehavior CreateBehavior(Type type, Simulation simulation) { if (simulation == null) { throw new ArgumentNullException(nameof(simulation)); } // Get the factory and generate it if (!BehaviorFactories.TryGetValue(GetType(), out var behaviors)) { return(null); } if (behaviors.TryGetValue(type, out var behavior)) { return(behavior(this)); } return(null); }
/// <summary> /// Creates behaviors of the specified type. /// </summary> /// <param name="type">The types of behaviors that the simulation wants, in the order that they will be called.</param> /// <param name="simulation">The simulation requesting the behaviors.</param> /// <param name="entities">The entities being processed, used by the entity to find linked entities.</param> /// <exception cref="ArgumentNullException">simulation</exception> public virtual void CreateBehaviors(Type[] types, Simulation simulation, EntityCollection entities) { types.ThrowIfNull(nameof(types)); simulation.ThrowIfNull(nameof(simulation)); entities.ThrowIfNull(nameof(entities)); // Skip creating behaviors if the entity is already defined in the pool var pool = simulation.EntityBehaviors; if (pool.ContainsKey(Name)) { return; } // Get the behavior factories for this entity BehaviorFactoryDictionary factories; Lock.EnterReadLock(); try { if (!BehaviorFactories.TryGetValue(GetType(), out factories)) { return; } } finally { Lock.ExitReadLock(); } // By default, go through the types in reverse order (to account for inheritance) and create // the behaviors EntityBehaviorDictionary ebd = null; var newBehaviors = new List <IBehavior>(types.Length); for (var i = types.Length - 1; i >= 0; i--) { // Skip creating behaviors that aren't needed if (ebd != null && ebd.ContainsKey(types[i])) { continue; } Lock.EnterReadLock(); try { if (factories.TryGetValue(types[i], out var factory)) { // Create the behavior var behavior = factory(this); pool.Add(behavior); newBehaviors.Add(behavior); // Get the dictionary if necessary if (ebd == null) { ebd = pool[Name]; } } } finally { Lock.ExitReadLock(); } } // Now set them up in the order they appear for (var i = newBehaviors.Count - 1; i >= 0; i--) { SetupBehavior(newBehaviors[i], simulation); } }