using System;
using XGame.Framework.Components;
using XGame.Framework.Interfaces;
using XGame.Framework.ObjectCollection;
namespace XGame.Framework.Map
{
///
/// Map实例
///
public abstract class MapView : IMapView, IMapContextSetter, IDisposable where TViewModel : class, IMapViewModel
{
private MapContext _context;
public MapContext Context => _context;
private MapBehaviour _behaviour;
private TViewModel _viewModel;
public TViewModel VM => _viewModel;
private ComponentGroup _componentGroup;
#region 接口实现
MapContext IMapContextSetter.Context { set => _context = value; }
MapBehaviour IMapView.Behaviour
{
get => _behaviour;
set
{
_behaviour = value;
_viewModel = CtreatViewModel(value.Collector);
_componentGroup = new ComponentGroup(this);
AddComponent(_componentGroup);
}
}
public bool Active { get; private set; }
void IMapView.Enable(object intent)
{
if (Active) return;
Active = true;
_behaviour.gameObject.SetActive(true);
_componentGroup.Enable(intent);
}
void IMapView.Disable()
{
if (!Active) return;
Active = false;
_behaviour.gameObject.SetActive(false);
_componentGroup.Disable();
}
void IUpdate.Update(int millisecond)
{
if (!Active) return;
_componentGroup.Update(millisecond);
}
void ILateUpdate.LateUpdate(int millisecond)
{
if (!Active) return;
_componentGroup.LateUpdate(millisecond);
}
void IDisposable.Dispose()
{
OnDispose();
_componentGroup.Dispose();
_behaviour = null;
(_context as IDisposable)?.Dispose();
_context = null;
_viewModel = null;
}
#endregion
protected abstract TViewModel CtreatViewModel(IObjectCollector collector);
protected abstract void AddComponent(IComponentGroup group);
protected abstract void OnDispose();
}
}