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https://github.com/AlexMacocian/MonoGame.Extended.git
synced 2026-07-24 12:06:37 +00:00
moving some things around and code cleanup
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// Original code derived from:
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// https://github.com/thelinuxlich/artemis_CSharp/blob/master/Artemis_XNA_INDEPENDENT/System/EntityProcessingSystem.cs
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// --------------------------------------------------------------------------------------------------------------------
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// <copyright file="EntityProcessingSystem.cs" company="GAMADU.COM">
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// Copyright © 2013 GAMADU.COM. All rights reserved.
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//
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// Redistribution and use in source and binary forms, with or without modification, are
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// permitted provided that the following conditions are met:
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//
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// 1. Redistributions of source code must retain the above copyright notice, this list of
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// conditions and the following disclaimer.
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//
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// 2. Redistributions in binary form must reproduce the above copyright notice, this list
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// of conditions and the following disclaimer in the documentation and/or other materials
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// provided with the distribution.
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//
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// THIS SOFTWARE IS PROVIDED BY GAMADU.COM 'AS IS' AND ANY EXPRESS OR IMPLIED
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// WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
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// FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL GAMADU.COM OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
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// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
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// ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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// NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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// ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// The views and conclusions contained in the software and documentation are those of the
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// authors and should not be interpreted as representing official policies, either expressed
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// or implied, of GAMADU.COM.
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// </copyright>
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// <summary>
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// Class EntityProcessingSystem.
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// </summary>
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// --------------------------------------------------------------------------------------------------------------------
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using System.Collections.Generic;
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using Microsoft.Xna.Framework;
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namespace MonoGame.Extended.Entities
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{
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public abstract class EntityProcessingSystem : EntitySystem
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{
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protected EntityProcessingSystem()
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{
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}
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private readonly Dictionary<Entity, int> _activeEntitiesLookup = new Dictionary<Entity, int>();
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internal int Index;
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internal Aspect Aspect;
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private readonly List<Entity> _activeEntities = new List<Entity>();
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public IReadOnlyCollection<Entity> ActiveEntities => _activeEntities;
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internal virtual void RefreshEntityComponents(Entity entity)
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{
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var contains = entity.SystemBits[Index];
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var isInterested = Aspect.Matches(entity.ComponentBits);
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if (contains)
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Remove(entity);
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else if (isInterested)
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Add(entity);
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}
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public virtual void OnEntityAdded(Entity entity) { }
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public virtual void OnEntityDisabled(Entity entity) { }
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public virtual void OnEntityEnabled(Entity entity) { }
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public virtual void OnEntityRemoved(Entity entity) { }
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protected override void Process(GameTime gameTime)
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{
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base.Process(gameTime);
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for (var i = _activeEntities.Count - 1; i >= 0; i--)
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{
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var entity = _activeEntities[i];
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Process(gameTime, entity);
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}
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}
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protected virtual void Process(GameTime gameTime, Entity entity)
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{
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}
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protected bool IsInterestedIn(Entity entity)
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{
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return Aspect.Matches(entity.ComponentBits);
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}
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internal void Add(Entity entity)
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{
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if (entity == null)
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return;
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entity.SystemBits[Index] = true;
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if (_activeEntitiesLookup.ContainsKey(entity))
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return;
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_activeEntitiesLookup.Add(entity, _activeEntities.Count);
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_activeEntities.Add(entity);
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OnEntityAdded(entity);
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}
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internal void Remove(Entity entity)
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{
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if (entity == null)
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return;
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entity.SystemBits[Index] = false;
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int activeEntityIndex;
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if (!_activeEntitiesLookup.TryGetValue(entity, out activeEntityIndex))
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return;
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_activeEntitiesLookup.Remove(entity);
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var swapEntity = _activeEntities[_activeEntities.Count - 1];
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if (entity != swapEntity)
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_activeEntitiesLookup[swapEntity] = activeEntityIndex;
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_activeEntities[activeEntityIndex] = swapEntity;
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_activeEntities.RemoveAt(_activeEntities.Count - 1);
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OnEntityRemoved(entity);
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}
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}
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}
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