mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-12-03 17:29:11 +00:00
68 lines
1.8 KiB
C#
68 lines
1.8 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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namespace SanAndreasUnity.Utilities
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{
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/// <summary>
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/// Container for <see cref="IState"/> objects.
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/// </summary>
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public class StateContainer<TState>
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where TState : IState
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{
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private readonly List<TState> _states = new List<TState>();
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public IReadOnlyList<TState> States => _states;
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public TState GetState(System.Type type)
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{
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return this._states.FirstOrDefault (s => s.GetType ().Equals (type));
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}
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public T GetState<T>()
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where T : TState
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{
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return (T) this.GetState(typeof(T));
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}
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public TState GetStateOrLogError(System.Type type)
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{
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var state = this.GetState (type);
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if(null == state)
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Debug.LogErrorFormat ("Failed to find state of type {0}", type);
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return state;
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}
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public T GetStateOrLogError<T>()
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where T : TState
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{
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return (T) this.GetStateOrLogError(typeof(T));
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}
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public T GetStateOrThrow<T>()
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where T : TState
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{
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var state = this.GetState<T>();
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if (null == state)
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throw new ArgumentException($"Failed to find state of type {typeof(T).Name}");
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return state;
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}
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public IEnumerable<TState> GetStatesThatInherit<TParent>()
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where TParent : IState
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{
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return _states.OfType<TParent>().Cast<TState>();
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}
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public void AddState(TState stateToAdd)
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{
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_states.Add(stateToAdd);
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}
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public void AddStates(IEnumerable<TState> statesToAdd)
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{
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_states.AddRange(statesToAdd);
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}
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}
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}
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