// Original code dervied from: // https://github.com/thelinuxlich/artemis_CSharp/blob/master/Artemis_XNA_INDEPENDENT/System/EntitySystem.cs // -------------------------------------------------------------------------------------------------------------------- // // Copyright © 2013 GAMADU.COM. Contains rights reserved. // // Redistribution and use in source and binary forms, with or without modification, are // permitted provided that the following conditions are met: // // 1. Redistributions of source code must retain the above copyright notice, this list of // conditions and the following disclaimer. // // 2. Redistributions in binary form must reproduce the above copyright notice, this list // of conditions and the following disclaimer in the documentation and/or other materials // provided with the distribution. // // THIS SOFTWARE IS PROVIDED BY GAMADU.COM 'AS IS' AND ANY EXPRESS OR IMPLIED // WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND // FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL GAMADU.COM OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR // CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR // SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON // ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING // NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF // ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // The views and conclusions contained in the software and documentation are those of the // authors and should not be interpreted as representing official policies, either expressed // or implied, of GAMADU.COM. // // // Base of all Entity Systems. Provide basic functionalities. // // -------------------------------------------------------------------------------------------------------------------- using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; namespace MonoGame.Extended.Entities { public abstract class EntitySystem { private TimeSpan _timer; internal EntityComponentSystem Manager; public bool IsEnabled { get; set; } public Game Game => Manager.Game; public GraphicsDevice GraphicsDevice => Manager.GraphicsDevice; public EntityManager EntityManager => Manager.EntityManager; public TimeSpan ProcessingDelay { get; set; } protected EntitySystem() { IsEnabled = true; _timer = TimeSpan.Zero; } public virtual void Initialize() { } public virtual void LoadContent() { } public virtual void UnloadContent() { } internal void ProcessInternal(GameTime gameTime) { if (!CheckProcessing(gameTime)) return; Begin(gameTime); Process(gameTime); End(gameTime); } public void Toggle() { IsEnabled = !IsEnabled; } protected virtual void Begin(GameTime gameTime) { } protected virtual bool CheckProcessing(GameTime gameTime) { // ReSharper disable once InvertIf if (ProcessingDelay != TimeSpan.Zero) { _timer += gameTime.ElapsedGameTime; if (_timer <= ProcessingDelay) return false; _timer -= ProcessingDelay; } return IsEnabled; } protected virtual void Process(GameTime gameTime) { } protected virtual void End(GameTime gameTime) { } } }