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using System;
using System.Collections.Generic;
using System.Linq;
namespace ET
{
[ObjectSystem]
public class AIDispatcherComponentAwakeSystem: AwakeSystem<AIDispatcherComponent>
{
public override void Awake(AIDispatcherComponent self)
{
AIDispatcherComponent.Instance = self;
self.Load();
}
}
[ObjectSystem]
public class AIDispatcherComponentLoadSystem: LoadSystem<AIDispatcherComponent>
{
public override void Load(AIDispatcherComponent self)
{
self.Load();
}
}
[ObjectSystem]
public class AIDispatcherComponentDestroySystem: DestroySystem<AIDispatcherComponent>
{
public override void Destroy(AIDispatcherComponent self)
{
self.AIHandlers.Clear();
AIDispatcherComponent.Instance = null;
}
}
[FriendClass(typeof(AIDispatcherComponent))]
public static class AIDispatcherComponentSystem
{
public static void Load(this AIDispatcherComponent self)
{
self.AIHandlers.Clear();
var types = Game.EventSystem.GetTypes(typeof (AIHandlerAttribute));
foreach (Type type in types)
{
AAIHandler aaiHandler = Activator.CreateInstance(type) as AAIHandler;
if (aaiHandler == null)
{
Log.Error($"robot ai is not AAIHandler: {type.Name}");
continue;
}
self.AIHandlers.Add(type.Name, aaiHandler);
}
}
}
}