System_EntityState class
A System applying EntityState on Entity based on its EntityStateComponent. Applying = added/removed/modified Component of the Entity. The System will update EntityStateComponent.currentState and EntityStateComponent.previousState.
Based on http://www.richardlord.net/blog/finite-state-machines-with-ash but without the EntityStateMachine, because :
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EntityState changes are applying only on existing Entity via EntityProcessingSystem behavior of System_EntityState.
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If a EntitySystem change EntityStateComponent.state, the Component of Entity aren't added/modify/removed, so internal ComponentMapper of the System aren't impacted, and Aspect constraints of the System are keep.
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Other EntitySystem can compare the value of EntityStateComponent.previousState and EntityStateComponent.currentState to check if state has been changed since last process (to trigger some modifications).
- More EntitySystem way of doing (IMHO)
class System_EntityState extends EntityProcessingSystem { ComponentMapper<EntityStateComponent> _escMapper; System_EntityState() : super(Aspect.getAspectForAllOf([EntityStateComponent])); void initialize(){ _escMapper = new ComponentMapper<EntityStateComponent>(EntityStateComponent, world); } void processEntity(Entity entity) { var esc = _escMapper.get(entity); esc._previousState = esc._currentState; if (esc.state != null && esc.state != esc.currentState){ var current = esc._states[esc.currentState]; var next = esc._states[esc.state]; assert(next != null);//, "state '${next}' is not defined"); _changeStateOf(entity, current, next); esc._currentState = esc.state; } } void _changeStateOf(Entity e, EntityState current, EntityState next) { if (current == next) { // nothing to do } else { if (current != null) { //TODO optimize the computation of component diff current.forEach((provider) { var np = next.getByType(provider.type); if (np == null || np.id() != provider.id()) { e.removeComponentByType(provider.type); } }); } // keep existing Component of the same type // (not previously removed because same provider.id or managed outside of the state machine) next.forEach((provider){ var components = world.componentManager.getComponentsByType(provider.type); if (components == null || !components.isIndexWithinBounds(e.id) || components[e.id] == null) { e.addComponent(provider.createComponent(e)); } }); next.modifiers.forEach((modifier){ modifier.applyE(e); }); e.changedInWorld(); } } }
Extends
EntitySystem > EntityProcessingSystem > System_EntityState
Constructors
new System_EntityState() #
Create a new EntityProcessingSystem. It requires at least one component.
System_EntityState() : super(Aspect.getAspectForAllOf([EntityStateComponent]));
Properties
Methods
void begin() #
Called before processing of entities begins.
void begin() {}
bool checkProcessing() #
Returns true if the system should be processed, false if not.
bool checkProcessing() => true;
void deleted(Entity e) #
void deleted(Entity e) { if (_contains(e)) { _removeFromSystem(e); } }
void disabled(Entity e) #
void disabled(Entity e) { if (_contains(e)) { _removeFromSystem(e); } }
void end() #
Called after the processing of entities ends.
void end() {}
void initialize() #
Override to implement code that gets executed when systems are initialized.
void initialize(){ _escMapper = new ComponentMapper<EntityStateComponent>(EntityStateComponent, world); }
void inserted(Entity entity) #
Called if the system has received an entity it is interested in, e.g. created or a component was added to it.
void inserted(Entity entity) {}
void process() #
This is the only method that is supposed to be called from outside the library,
void process() { if(checkProcessing()) { begin(); processEntities(_actives.readOnly); end(); } }
void processEntities(ReadOnlyBag<Entity> entities) #
Any implementing entity system must implement this method and the logic to process the given entities of the system.
void processEntities(ReadOnlyBag<Entity> entities) => entities.forEach((entity) => processEntity(entity));
void processEntity(Entity entity) #
Process a entity this system is interested in.
void processEntity(Entity entity) { var esc = _escMapper.get(entity); esc._previousState = esc._currentState; if (esc.state != null && esc.state != esc.currentState){ var current = esc._states[esc.currentState]; var next = esc._states[esc.state]; assert(next != null);//, "state '${next}' is not defined"); _changeStateOf(entity, current, next); esc._currentState = esc.state; } }
void removed(Entity entity) #
Called if an entity was removed from this system, e.g. deleted or had one of it's components removed.
void removed(Entity entity) {}