コード例 #1
0
ファイル: BlueprintParser.cs プロジェクト: Octanum/Corvus
 private static void ApplyInheritance(BlueprintHeader Header, List <ComponentBlueprint> Components)
 {
     // Go through each inheritance (in order) and add missing components / properties.
     foreach (var Inheritance in Header.Inherits)
     {
         EntityBlueprint InheritedBlueprint = EntityBlueprint.GetBlueprint(Inheritance);
         if (InheritedBlueprint == null)
         {
             throw new KeyNotFoundException("Unable to find inherited blueprint '" + Inheritance + "'. Please note inherited blueprints must appear above this blueprint in the blueprint specification.");
         }
         foreach (var Component in InheritedBlueprint.Components)
         {
             var ExistingComponent = Components.FirstOrDefault(c => c.Name.Equals(Component.Name, StringComparison.InvariantCultureIgnoreCase));
             if (ExistingComponent == null)
             {
                 // Just copy over the complete component.
                 Components.Add(Component);
             }
             else
             {
                 // Otherwise, we already that component, so copy over properties we're missing.
                 foreach (var Property in Component.Properties)
                 {
                     var ExistingProperty = ExistingComponent.Properties.FirstOrDefault(c => c.PropertyName.Equals(Property.PropertyName, StringComparison.InvariantCultureIgnoreCase));
                     if (ExistingProperty == null)
                     {
                         // Don't have the property, so add it. Otherwise, keep our own value.
                         ExistingComponent.Properties.Add(Property);
                     }
                 }
             }
         }
     }
 }
コード例 #2
0
ファイル: BlueprintParser.cs プロジェクト: Octanum/Corvus
        /// <summary>
        /// Parses a blueprint from the specified stream, registering all EntityBlueprints contained by the Stream (and replacing any existing data for them).
        /// The stream is not closed upon completion, and may have multiple EntityBlueprints defined within it.
        /// </summary>
        public static void ParseBlueprint(string Contents)
        {
            LineReader Reader = new LineReader(Contents.Split(new char[] { '\r', '\n' }));

            while (GetNextScope(Reader) != LineScope.EndOfFile)
            {
                // Parse the Entity header, such as name and what it inherits.
                BlueprintHeader Header = ParseHeader(Reader);
                // Parse all components, including properties.
                List <ComponentBlueprint> Components = new List <ComponentBlueprint>();
                while (GetNextScope(Reader) == LineScope.Component)
                {
                    var CurrentComponent = ParseComponentHeader(Reader);
                    List <ComponentProperty> Properties = new List <ComponentProperty>();
                    while (GetNextScope(Reader) == LineScope.Property)
                    {
                        var Property = ParseProperty(CurrentComponent, Reader);
                        Properties.Add(Property);
                    }
                    Type ComponentType      = ResolveType(CurrentComponent.Type);
                    var  ComponentBlueprint = new ComponentBlueprint(ComponentType, CurrentComponent.Name, Properties);
                    Components.Add(ComponentBlueprint);
                }

                ApplyInheritance(Header, Components);
                var Entity = EntityBlueprint.CreateBlueprint(Header.Name, Components);
            }
        }
コード例 #3
0
ファイル: EntityBlueprint.cs プロジェクト: Octanum/Corvus
        /// <summary>
        /// Creates a new EntityBlueprint with the specified name and components, replacing any existing EntityBlueprint with that name.
        /// </summary>
        public static EntityBlueprint CreateBlueprint(string Name, IEnumerable <ComponentBlueprint> Components)
        {
            var Result = new EntityBlueprint()
            {
                _Name       = Name,
                _Components = Components.ToList()
            };

            lock (AllBlueprints) {
                AllBlueprints[Result.Name] = Result;
            }
            return(Result);
        }
コード例 #4
0
ファイル: EntityBlueprint.cs プロジェクト: Octanum/Corvus
 /// <summary>
 /// Creates a new EntityBlueprint with the specified name and components, replacing any existing EntityBlueprint with that name.
 /// </summary>
 public static EntityBlueprint CreateBlueprint(string Name, IEnumerable<ComponentBlueprint> Components)
 {
     var Result = new EntityBlueprint() {
         _Name = Name,
         _Components = Components.ToList()
     };
     lock(AllBlueprints) {
         AllBlueprints[Result.Name] = Result;
     }
     return Result;
 }