// Original code dervied from:
// https://github.com/thelinuxlich/artemis_CSharp/blob/master/Artemis_XNA_INDEPENDENT/System/EntitySystem.cs
// --------------------------------------------------------------------------------------------------------------------
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//
// 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 ProcessingSystem
{
private TimeSpan _timer;
internal EntityComponentSystem EntityComponentSystem;
public bool IsEnabled { get; set; }
public Game Game => EntityComponentSystem.Game;
public GraphicsDevice GraphicsDevice => EntityComponentSystem.GraphicsDevice;
public EntityManager EntityManager => EntityComponentSystem.EntityManager;
public TimeSpan ProcessingDelay { get; set; }
protected ProcessingSystem()
{
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)
{
}
}
}