I am trying to figure out a system that can easily modify objects on the fly.
here is an example, Lets say I have an Entity2D that inherits from Entity. Entity2D has a Position property.
Now I have a class called ModifyPosition that inherits from Modifier.
Here is some code
public class Entity
{
/// <summary>
/// Applies the modifier to this entity.
/// </summary>
/// <param name="modifier">The modifier to apply.</param>
public void ApplyModifier(Modifier modifier)
{
modifier.Apply(this);
}
}
/// <summary>
/// Modifies an entities position
/// </summary>
public class ModifyPosition : Modifier
{
/// <summary>
/// Initializes a new instance of the <see cref="ChangePosition"/> class.
/// </summary>
/// <param name="position">The position.</param>
public ChangePosition(Vector2 position)
{
this.Position = position;
this.IsModifyingChildren = false;
}
/// <summary>
/// Gets the position.
/// </summary>
/// <value>The position.</value>
public Vector2 Position { get; private set; }
/// <summary>
/// Applies this change to the specified entity.
/// </summary>
/// <param name="entity">The entity.</param>
internal override void Apply(Entity entity)
{
((Entity2D)entity).X += this.Position.X;
((Entity2D)entity).Y += this.Position.Y;
}
}
But if you are calling this multiple times per second I would think that the casting would slow it down.
Is there another way to go about this without having to cast?