Пример #1
0
        /// <summary>
        /// Returns true if system with TSystem type exists
        /// </summary>
        /// <typeparam name="TSystem"></typeparam>
        /// <returns></returns>
        public bool HasSystem <TSystem>() where TSystem : class, ISystemBase, new()
        {
            if (this.world == null)
            {
                SystemGroupRegistryException.Throw();
            }

            for (int i = 0, count = this.systems.Length; i < count; ++i)
            {
                if (this.systems.arr[i] is TSystem)
                {
                    return(true);
                }
            }

            return(false);
        }
Пример #2
0
        /// <summary>
        /// Get first system by type
        /// </summary>
        /// <typeparam name="TSystem"></typeparam>
        /// <returns></returns>
        public TSystem GetSystem <TSystem>() where TSystem : class, ISystemBase
        {
            if (this.world == null)
            {
                SystemGroupRegistryException.Throw();
            }

            for (int i = 0, count = this.systems.Count; i < count; ++i)
            {
                var system = this.systems.arr[i];
                if (system is TSystem tSystem)
                {
                    return(tSystem);
                }
            }

            return(default);
Пример #3
0
        /// <summary>
        /// Add system by type
        /// Retrieve system from pool, OnConstruct() call
        /// </summary>
        /// <typeparam name="TSystem"></typeparam>
        public bool AddSystem <TSystem>() where TSystem : class, ISystemBase, new()
        {
            if (this.world == null)
            {
                SystemGroupRegistryException.Throw();
            }

            var instance = PoolSystems.Spawn <TSystem>();

            if (this.AddSystem(instance) == false)
            {
                instance.world = null;
                PoolSystems.Recycle(ref instance);
                return(false);
            }

            return(true);
        }
Пример #4
0
        /// <summary>
        /// Add system manually
        /// Pool will not be used, OnConstruct() call
        /// </summary>
        /// <param name="instance"></param>
        public bool AddSystem(ISystemBase instance)
        {
            if (this.world == null)
            {
                SystemGroupRegistryException.Throw();
            }

            WorldUtilities.SetWorld(this.world);

            instance.world = this.world;
            if (instance is ISystemValidation instanceValidate)
            {
                if (instanceValidate.CouldBeAdded() == false)
                {
                    instance.world = null;
                    return(false);
                }
            }

            var k = this.length;

            ArrayUtils.Resize(in k, ref this.systems, resizeWithOffset: false);
            ArrayUtils.Resize(in k, ref this.statesSystems, resizeWithOffset: false);
            ++this.length;

            this.systems.arr[k]       = instance;
            this.statesSystems.arr[k] = ModuleState.AllActive;
            instance.OnConstruct();

            if (instance is ISystemFilter systemFilter)
            {
                systemFilter.filter = systemFilter.CreateFilter();
            }

            this.world.UpdateGroup(this);

            return(true);
        }
Пример #5
0
        /// <summary>
        /// Remove system manually
        /// Pool will not be used, OnDeconstruct() call
        /// </summary>
        /// <param name="instance"></param>
        public void RemoveSystem(ISystemBase instance)
        {
            if (this.world == null)
            {
                SystemGroupRegistryException.Throw();
            }

            var idx = this.systems.IndexOf(instance);

            if (idx >= 0)
            {
                if (instance is ISystemFilter systemFilter)
                {
                    systemFilter.filter = null;
                }

                instance.world     = null;
                this.systems       = this.systems.RemoveAt(idx);
                this.statesSystems = this.statesSystems.RemoveAt(idx);
                instance.OnDeconstruct();

                this.world.UpdateGroup(this);
            }
        }