mirror of
https://github.com/AlexMacocian/MonoGame.Extended.git
synced 2026-07-24 03:56:31 +00:00
90 lines
2.9 KiB
C#
90 lines
2.9 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using System.Collections.Specialized;
|
|
using Microsoft.Xna.Framework;
|
|
using MonoGame.Extended.Collections;
|
|
using MonoGame.Extended.Entities.Systems;
|
|
|
|
namespace MonoGame.Extended.Entities
|
|
{
|
|
public interface IComponentMapperService
|
|
{
|
|
ComponentMapper<T> GetMapper<T>() where T : class;
|
|
}
|
|
|
|
public class ComponentManager : UpdateSystem, IComponentMapperService
|
|
{
|
|
public ComponentManager()
|
|
{
|
|
_componentMappers = new Bag<ComponentMapper>();
|
|
_componentTypes = new Dictionary<Type, int>();
|
|
}
|
|
|
|
private readonly Bag<ComponentMapper> _componentMappers;
|
|
private readonly Dictionary<Type, int> _componentTypes;
|
|
|
|
public Action<int> ComponentsChanged;
|
|
|
|
private ComponentMapper<T> CreateMapperForType<T>(int componentTypeId)
|
|
where T : class
|
|
{
|
|
// TODO: We can probably do better than this without a huge performance penalty by creating our own bit vector that grows after the first 32 bits.
|
|
if (componentTypeId >= 32)
|
|
throw new InvalidOperationException("Component type limit exceeded. We currently only allow 32 component types for performance reasons.");
|
|
|
|
var mapper = new ComponentMapper<T>(componentTypeId, ComponentsChanged);
|
|
_componentMappers[componentTypeId] = mapper;
|
|
return mapper;
|
|
}
|
|
|
|
public ComponentMapper GetMapper(int componentTypeId)
|
|
{
|
|
return _componentMappers[componentTypeId];
|
|
}
|
|
|
|
public ComponentMapper<T> GetMapper<T>()
|
|
where T : class
|
|
{
|
|
var componentTypeId = GetComponentTypeId(typeof(T));
|
|
|
|
if (_componentMappers[componentTypeId] != null)
|
|
return _componentMappers[componentTypeId] as ComponentMapper<T>;
|
|
|
|
return CreateMapperForType<T>(componentTypeId);
|
|
}
|
|
|
|
public int GetComponentTypeId(Type type)
|
|
{
|
|
if (_componentTypes.TryGetValue(type, out var id))
|
|
return id;
|
|
|
|
id = _componentTypes.Count;
|
|
_componentTypes.Add(type, id);
|
|
return id;
|
|
}
|
|
|
|
public BitVector32 CreateComponentBits(int entityId)
|
|
{
|
|
var componentBits = new BitVector32();
|
|
var mask = BitVector32.CreateMask();
|
|
|
|
for (var componentId = 0; componentId < _componentMappers.Count; componentId++)
|
|
{
|
|
componentBits[mask] = _componentMappers[componentId]?.Has(entityId) ?? false;
|
|
mask = BitVector32.CreateMask(mask);
|
|
}
|
|
|
|
return componentBits;
|
|
}
|
|
|
|
public void Destroy(int entityId)
|
|
{
|
|
foreach (var componentMapper in _componentMappers)
|
|
componentMapper.Delete(entityId);
|
|
}
|
|
|
|
public override void Update(GameTime gameTime)
|
|
{
|
|
}
|
|
}
|
|
} |