Files
OpenRA/OpenRa.Game/World.cs
2010-01-09 15:09:30 +13:00

70 lines
1.5 KiB
C#

using System;
using System.Collections.Generic;
using OpenRa.Game.Effects;
using OpenRa.Game.Support;
namespace OpenRa.Game
{
class World
{
List<Actor> actors = new List<Actor>();
List<IEffect> effects = new List<IEffect>();
List<Action<World>> frameEndActions = new List<Action<World>>();
public void Add(Actor a)
{
a.IsInWorld = true;
actors.Add(a);
ActorAdded(a);
}
public void Remove(Actor a)
{
a.IsInWorld = false;
actors.Remove(a);
ActorRemoved(a);
}
public void Add(IEffect b) { effects.Add(b); }
public void Remove(IEffect b) { effects.Remove(b); }
public void AddFrameEndTask( Action<World> a ) { frameEndActions.Add( a ); }
public event Action<Actor> ActorAdded = _ => { };
public event Action<Actor> ActorRemoved = _ => { };
public void Tick()
{
foreach (var a in actors) a.Tick();
foreach (var e in effects) e.Tick();
Game.viewport.Tick();
var acts = frameEndActions;
frameEndActions = new List<Action<World>>();
foreach (var a in acts) a(this);
}
public IEnumerable<Actor> Actors { get { return actors; } }
public IEnumerable<IEffect> Effects { get { return effects; } }
uint nextAID = 0;
internal uint NextAID()
{
return nextAID++;
}
public int SyncHash()
{
using (new PerfSample("synchash"))
{
int ret = 0;
foreach (var a in Actors)
ret += (int)a.ActorID * Sync.CalculateSyncHash(a);
return ret;
}
}
}
}