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using System;
using MonoGame.Extended.Collections;
namespace MonoGame.Extended.Entities
{
internal class EntitySubscription : IDisposable
{
private readonly Bag<int> _activeEntities;
private readonly EntityManager _entityManager;
private readonly Aspect _aspect;
private bool _rebuildActives;
internal EntitySubscription(EntityManager entityManager, Aspect aspect)
{
_entityManager = entityManager;
_aspect = aspect;
_activeEntities = new Bag<int>(entityManager.Capacity);
_rebuildActives = true;
_entityManager.EntityAdded += OnEntityAdded;
_entityManager.EntityRemoved += OnEntityRemoved;
_entityManager.EntityChanged += OnEntityChanged;
}
private void OnEntityAdded(int entityId)
{
if (_aspect.IsInterested(_entityManager.GetComponentBits(entityId)))
_activeEntities.Add(entityId);
}
private void OnEntityRemoved(int entityId) => _rebuildActives = true;
private void OnEntityChanged(int entityId) => _rebuildActives = true;
public void Dispose()
{
_entityManager.EntityAdded -= OnEntityAdded;
_entityManager.EntityRemoved -= OnEntityRemoved;
}
public Bag<int> ActiveEntities
{
get
{
if (_rebuildActives)
RebuildActives();
return _activeEntities;
}
}
private void RebuildActives()
{
_activeEntities.Clear();
foreach (var entity in _entityManager.Entities)
OnEntityAdded(entity);
_rebuildActives = false;
}
}
}
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