Added Base Project
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using Firebird2D.Core;
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using Firebird2D.SceneSystem.Actors;
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using SFML.Graphics;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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using System.Runtime.CompilerServices;
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using System.Text;
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using System.Threading.Tasks;
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namespace Firebird2D.SceneSystem
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{
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public static class SceneManager
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{
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//static List<I_Scene> scenes = new List<I_Scene>();
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static string scenesPath = "scenes.dll";
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static Assembly sceneDll = null;
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static MainWindow mainWindow = null;
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static SceneGroup ActiveSceneGroup = null;
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public static void LoadScenes(MainWindow renderWindow)
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{
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if (mainWindow == null) return; // todo wenn render window null
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mainWindow = renderWindow;
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sceneDll = Assembly.Load(scenesPath);
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if (sceneDll == null) return; //Todo wenn scenes nicht geladen werden fehler
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Type? scenesConfig = sceneDll.GetType("Scenes.Config");
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if (scenesConfig == null) return; //Todo wenn die scenes config nicht gefunden wird
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FieldInfo? startSceneGroup = scenesConfig.GetField("startingGroup", BindingFlags.Public | BindingFlags.Static);
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if (startSceneGroup == null) return;// Todo wenn die scenes config nicht gefunden wird
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SceneGroup? startingGroup = startSceneGroup.GetValue(null) as SceneGroup;
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if (startingGroup == null) return;//Todo wenn die scenes config nicht gefunden wird
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LoadSceneGroup(startingGroup, null);
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}
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private static async void LoadSceneGroup(SceneGroup sceneGroup, List<I_BaseActor>? carryOverActors)
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{
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if (sceneGroup == null) return; //todoo wenn scene group null
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ActiveSceneGroup = sceneGroup;
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changeScene(sceneGroup.SceneChangeAnimation, carryOverActors);
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// Asynchrone Initialisierung der Szene im Hintergrund
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await Task.Run(() => sceneGroup.InitializeGroup());
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}
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public static void changeScene(Type type, List<I_BaseActor> carryOverActors)
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{
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if (type != typeof(I_Scene)) return;
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I_Scene? scene = ActiveSceneGroup.Get_Scene(type);
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changeScene(scene,carryOverActors);
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}
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private static void changeScene(I_Scene? scene, List<I_BaseActor>? carryOverActors)
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{
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if (scene == null) return; //todo reaction
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if (mainWindow.ActiveSecene != null)
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mainWindow.ActiveSecene.DestroyScene();
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if (carryOverActors != null)
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foreach (I_BaseActor actor in carryOverActors)
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{
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scene.addActor(actor);
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}
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mainWindow.ActiveSecene = scene.BuildScene();
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}
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public static void changeGroup(SceneGroup nextSceneGroup, List<I_BaseActor> carryOverActors)
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{
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LoadSceneGroup(nextSceneGroup, carryOverActors);
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}
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}
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}
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