| | 1 | | using DCL.ECS7.InternalComponents; |
| | 2 | | using DCL.ECSRuntime; |
| | 3 | |
|
| | 4 | | namespace ECSSystems.UIInputSenderSystem |
| | 5 | | { |
| | 6 | | /// <summary> |
| | 7 | | /// Handles sending unique events from UI Elements to the scene |
| | 8 | | /// </summary> |
| | 9 | | public class ECSUIInputSenderSystem |
| | 10 | | { |
| 13 | 11 | | internal IInternalECSComponent<InternalUIInputResults> inputResultComponent { get; } |
| 0 | 12 | | internal IECSComponentWriter componentWriter { get; } |
| | 13 | |
|
| 2 | 14 | | public ECSUIInputSenderSystem(IInternalECSComponent<InternalUIInputResults> inputResultComponent, IECSComponentW |
| | 15 | | { |
| 2 | 16 | | this.inputResultComponent = inputResultComponent; |
| 2 | 17 | | this.componentWriter = componentWriter; |
| 2 | 18 | | } |
| | 19 | |
|
| | 20 | | public void Update() |
| | 21 | | { |
| 13 | 22 | | var inputResults = inputResultComponent.GetForAll(); |
| | 23 | |
|
| 26 | 24 | | for (var i = 0; i < inputResults.Count; i++) |
| | 25 | | { |
| 0 | 26 | | var model = inputResults[i].value.model; |
| 0 | 27 | | if (!model.dirty) |
| | 28 | | continue; |
| | 29 | |
|
| 0 | 30 | | var scene = inputResults[i].value.scene; |
| 0 | 31 | | var entity = inputResults[i].value.entity; |
| | 32 | |
|
| | 33 | | // Results are already prepared in its final form by the UI Components themselves |
| | 34 | |
|
| 0 | 35 | | while (model.Results.TryDequeue(out var result)) |
| | 36 | | { |
| 0 | 37 | | componentWriter.PutComponent( |
| | 38 | | result.Message.GetType(), |
| | 39 | | scene.sceneData.sceneNumber, |
| | 40 | | entity.entityId, |
| | 41 | | result.ComponentId, |
| | 42 | | result.Message, |
| | 43 | | ECSComponentWriteType.SEND_TO_SCENE | ECSComponentWriteType.WRITE_STATE_LOCALLY |
| | 44 | | ); |
| 0 | 45 | | } |
| | 46 | | } |
| 13 | 47 | | } |
| | 48 | | } |
| | 49 | | } |