100 lines
3.6 KiB
C#
100 lines
3.6 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using Svelto.ECS;
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namespace GamecraftModdingAPI.Events
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{
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/// <summary>
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/// A simple implementation of IEventHandlerEngine sufficient for most uses
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/// </summary>
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public class SimpleEventHandlerEngine : IEventHandlerEngine
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{
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public int type { get; set; }
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public string Name { get; set; }
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private bool isActivated = false;
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private readonly Action<EntitiesDB> onActivated;
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private readonly Action<EntitiesDB> onDestroyed;
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public EntitiesDB entitiesDB { set; private get; }
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public bool isRemovable => true;
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public void Add(ref ModEventEntityStruct entityView, EGID egid)
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{
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if (entityView.type.Equals(this.type))
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{
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isActivated = true;
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onActivated.Invoke(entitiesDB);
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}
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}
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/// <summary>
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/// Manually activate the EventHandler.
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/// Once activated, the next remove event will not be ignored.
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/// </summary>
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/// <param name="handle">Whether to invoke the activated action</param>
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public void Activate(bool handle = false)
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{
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isActivated = true;
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}
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public void Ready() { }
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public void Remove(ref ModEventEntityStruct entityView, EGID egid)
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{
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if (entityView.type.Equals(this.type) && isActivated)
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{
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isActivated = false;
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onDestroyed.Invoke(entitiesDB);
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}
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}
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public void Dispose()
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{
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if (isActivated)
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{
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isActivated = false;
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onDestroyed.Invoke(entitiesDB);
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}
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}
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/// <summary>
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/// Construct the engine
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/// </summary>
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/// <param name="activated">The operation to do when the event is created</param>
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/// <param name="removed">The operation to do when the event is destroyed (if applicable)</param>
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/// <param name="type">The type of event to handle</param>
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/// <param name="name">The name of the engine</param>
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/// <param name="simple">A useless parameter to use to avoid Python overload resolution errors</param>
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public SimpleEventHandlerEngine(Action activated, Action removed, int type, string name, bool simple = true)
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: this((EntitiesDB _) => { activated.Invoke(); }, (EntitiesDB _) => { removed.Invoke(); }, type, name) { }
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/// <summary>
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/// Construct the engine
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/// </summary>
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/// <param name="activated">The operation to do when the event is created</param>
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/// <param name="removed">The operation to do when the event is destroyed (if applicable)</param>
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/// <param name="type">The type of event to handler</param>
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/// <param name="name">The name of the engine</param>
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public SimpleEventHandlerEngine(Action<EntitiesDB> activated, Action<EntitiesDB> removed, int type, string name)
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{
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this.type = type;
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this.Name = name;
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this.onActivated = activated;
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this.onDestroyed = removed;
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}
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public SimpleEventHandlerEngine(Action activated, Action removed, EventType type, string name, bool simple = true)
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: this((EntitiesDB _) => { activated.Invoke(); }, (EntitiesDB _) => { removed.Invoke(); }, (int)type, name) { }
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public SimpleEventHandlerEngine(Action<EntitiesDB> activated, Action<EntitiesDB> removed, EventType type, string name, bool simple = true)
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: this(activated, removed, (int)type, name) { }
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}
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}
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