Files
Firebird_2D/Firebird2D/SceneSystem/SceneManager.cs
T
2025-02-23 14:29:32 +01:00

95 lines
2.9 KiB
C#

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