using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Sandbox.Game.Entities; using Sandbox.Game.Entities.Character; using Torch.Server.ViewModels.Entities; using VRage.Game.ModAPI; using VRage.ModAPI; namespace Torch.Server.ViewModels { public class EntityTreeViewModel : ViewModel { public MTObservableCollection Grids { get; set; } = new MTObservableCollection(); public MTObservableCollection Characters { get; set; } = new MTObservableCollection(); public MTObservableCollection FloatingObjects { get; set; } = new MTObservableCollection(); public MTObservableCollection VoxelMaps { get; set; } = new MTObservableCollection(); private EntityViewModel _currentEntity; public EntityViewModel CurrentEntity { get => _currentEntity; set { _currentEntity = value; OnPropertyChanged(); } } public EntityTreeViewModel() { MyEntities.OnEntityAdd += MyEntities_OnEntityAdd; MyEntities.OnEntityRemove += MyEntities_OnEntityRemove; } private void MyEntities_OnEntityRemove(VRage.Game.Entity.MyEntity obj) { switch (obj) { case MyCubeGrid grid: Grids.RemoveWhere(m => m.Id == grid.EntityId); break; case MyCharacter character: Characters.RemoveWhere(m => m.Id == character.EntityId); break; case MyFloatingObject floating: FloatingObjects.RemoveWhere(m => m.Id == floating.EntityId); break; case MyVoxelBase voxel: VoxelMaps.RemoveWhere(m => m.Id == voxel.EntityId); break; } } private void MyEntities_OnEntityAdd(VRage.Game.Entity.MyEntity obj) { //TODO: make view models switch (obj) { case MyCubeGrid grid: Grids.Add(new GridViewModel(grid)); break; case MyCharacter character: Characters.Add(new CharacterViewModel(character)); break; case MyFloatingObject floating: FloatingObjects.Add(new FloatingObjectViewModel(floating)); break; case MyVoxelBase voxel: VoxelMaps.Add(new VoxelMapViewModel(voxel)); break; } } } }