Files
cryptonhym-thunder/Code/Factories/ComponentFactory.cs

104 lines
3.5 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using CryptonymThunder.Code.Resources;
using GameCore.Attributes;
using GameCore.Combat;
using GameCore.Combat.Interfaces;
using GameCore.ECS.Interfaces;
using GameCore.Input;
using GameCore.Inventory;
using GameCore.Movement;
using GameCore.Physics;
using GameCore.Player;
using Godot;
namespace CryptonymThunder.Code.Factories;
public class ComponentFactory
{
private readonly Dictionary<Type, Func<Resource, IComponent>> _factories = new();
private readonly EffectFactory _effectFactory = new();
public ComponentFactory()
{
Register<AttributeComponentResource>(CreateAttributeComponent);
Register<WeaponComponentResource>(CreateWeaponComponent);
Register<ProjectileComponentResource>(CreateProjectileComponent);
Register<PositionComponentResource>(_ => new PositionComponent());
Register<VelocityComponentResource>(_ => new VelocityComponent());
Register<InputStateComponentResource>(_ => new InputStateComponent());
Register<PlayerComponentResource>(_ => new PlayerComponent());
Register<RotationComponentResource>(_ => new RotationComponent());
Register<CharacterStateComponentResource>(_ => new CharacterStateComponent());
Register<InventoryComponentResource>(_ => new InventoryComponent());
Register<PickupComponentResource>(CreatePickupComponent);
}
public IComponent Create(Resource resource)
{
return _factories.TryGetValue(resource.GetType(), out var factory)
? factory(resource)
: null;
}
private void Register<TResource>(Func<TResource, IComponent> factory) where TResource : Resource
{
_factories[typeof(TResource)] = res => factory((TResource)res);
}
private static AttributeComponent CreateAttributeComponent(AttributeComponentResource resource)
{
var component = new AttributeComponent();
foreach (var (attribute, value) in resource.BaseValues)
{
component.SetBaseValue(attribute, value);
}
return component;
}
private WeaponComponent CreateWeaponComponent(WeaponComponentResource resource)
{
if (resource.WeaponData == null) return null;
var weaponData = resource.WeaponData;
var fireCosts = weaponData.FireCosts
.Select(_effectFactory.Create)
.OfType<ICostEffect>()
.ToList();
var onFireEffects = weaponData.OnFireEffects.Select(_effectFactory.Create).ToList();
var onHitEffects = weaponData.OnHitEffects.Select(_effectFactory.Create).ToList();
return new WeaponComponent
{
FireRate = resource.WeaponData.FireRate,
FireCosts = fireCosts,
OnFireEffects = onFireEffects,
OnHitEffects = onHitEffects,
};
}
private ProjectileComponent CreateProjectileComponent(ProjectileComponentResource resource)
{
return new ProjectileComponent
{
Lifetime = resource.Lifetime,
};
}
private PickupComponent CreatePickupComponent(PickupComponentResource resource)
{
var onAcquireEffects = resource.OnAcquireEffects
.Select(_effectFactory.Create)
.ToList();
return new PickupComponent
{
ItemId = resource.ItemId,
Quantity = resource.Quantity,
IsInstantUse = resource.IsInstantUse,
OnAcquireEffects = onAcquireEffects,
};
}
}