mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2025-02-10 02:26:29 -05:00
Systems now place all of their component factories into a `Components` member. This improves code readability and makes it clear when we are dealing specifically with ecs components. The concrete ComponentFactory instances now have `Add` and `Get` methods (as opposed to `AddAlpha` or `GetAlpha`). This enforces naming of component factories as to avoid collisions when embedded in a struct with other components. Also, the ComponentFactory interface is embedded directly into the concrete component factory without a name.
43 lines
1.2 KiB
Go
43 lines
1.2 KiB
Go
//nolint:dupl,golint,stylecheck // component declarations are supposed to look the same
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package d2components
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import (
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"io"
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"github.com/gravestench/akara"
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)
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// static check that Wav implements Component
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var _ akara.Component = &Wav{}
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// Wav is a component that contains an embedded io.ReadSeeker for streaming wav audio files
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type Wav struct {
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Data io.ReadSeeker
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}
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// New returns a new Wav component. By default, it contains a nil instance.
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func (*Wav) New() akara.Component {
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return &Wav{}
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}
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// WavFactory is a wrapper for the generic component factory that returns Wav component instances.
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// This can be embedded inside of a system to give them the methods for adding, retrieving, and removing a Wav.
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type WavFactory struct {
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*akara.ComponentFactory
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}
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// Add adds a Wav component to the given entity and returns it
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func (m *WavFactory) Add(id akara.EID) *Wav {
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return m.ComponentFactory.Add(id).(*Wav)
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}
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// Get returns the Wav component for the given entity, and a bool for whether or not it exists
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func (m *WavFactory) Get(id akara.EID) (*Wav, bool) {
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component, found := m.ComponentFactory.Get(id)
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if !found {
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return nil, found
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}
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return component.(*Wav), found
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}
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