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using System;
using MonoGame.Extended.Collections;
namespace MonoGame.Extended.Entities
{
public abstract class ComponentMapper
{
protected ComponentMapper(int id, Type componentType)
{
Id = id;
ComponentType = componentType;
}
public int Id { get; }
public Type ComponentType { get; }
public abstract bool Has(int entityId);
public abstract void Delete(int entityId);
}
public class ComponentMapper<T> : ComponentMapper
where T : class
{
public event Action<int> OnPut;
public event Action<int> OnDelete;
private readonly Action<int> _onCompositionChanged;
public ComponentMapper(int id, Action<int> onCompositionChanged)
: base(id, typeof(T))
{
_onCompositionChanged = onCompositionChanged;
Components = new Bag<T>();
}
public Bag<T> Components { get; }
public void Put(int entityId, T component)
{
Components[entityId] = component;
_onCompositionChanged(entityId);
OnPut?.Invoke(entityId);
}
public T Get(Entity entity)
{
return Get(entity.Id);
}
public T Get(int entityId)
{
return Components[entityId];
}
public override bool Has(int entityId)
{
if (entityId >= Components.Count)
return false;
return Components[entityId] != null;
}
public override void Delete(int entityId)
{
Components[entityId] = null;
_onCompositionChanged(entityId);
OnDelete?.Invoke(entityId);
}
}
}
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