refactor: Removed Unnecessary Graphics Folder
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@ -1,6 +1,6 @@
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using Apos.Shapes;
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namespace Pong.Behaviours;
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namespace Syntriax.Engine.Core.Abstract;
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public interface IDisplayableShape
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{
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@ -2,7 +2,7 @@ using Microsoft.Xna.Framework.Graphics;
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namespace Syntriax.Engine.Core.Abstract;
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public interface IDisplayable
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public interface IDisplayableSprite
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{
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public void Draw(SpriteBatch spriteBatch);
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}
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@ -6,7 +6,7 @@ using Syntriax.Engine.Core.Abstract;
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namespace Pong.Behaviours;
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public class TextBehaviour : BehaviourOverride, IDisplayable
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public class TextBehaviour : BehaviourOverride, IDisplayableSprite
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{
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public TextBehaviour() { }
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public TextBehaviour(SpriteFont font) => Font = font;
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@ -22,7 +22,7 @@ public class GamePong : Game
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private ShapeBatch shapeBatch = null!;
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private GameManager gameManager = null!;
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private BehaviourCacher<IDisplayable> displayableCacher = null!;
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private BehaviourCacher<IDisplayableSprite> displayableCacher = null!;
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private BehaviourCacher<IDisplayableShape> displayableShapeCacher = null!;
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private MonoGameCameraBehaviour cameraBehaviour = null!;
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@ -1,26 +0,0 @@
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using System;
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namespace Syntriax.Engine.Core.Abstract;
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/// <summary>
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/// Indicates the object is an <see cref="IAssignable"/> with an assignable <see cref="ISprite"/> field.
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/// </summary>
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public interface IAssignableSprite : IAssignable
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{
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/// <summary>
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/// Callback triggered when the <see cref="ISprite"/> value has has been assigned a new value.
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/// </summary>
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Action<IAssignableSprite>? OnSpriteAssigned { get; set; }
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/// <inheritdoc cref="ISprite" />
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ISprite Sprite { get; }
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/// <summary>
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/// Assign a value to the <see cref="ISprite"/> field of this object
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/// </summary>
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/// <param name="sprite">New <see cref="ISprite"/> to assign.</param>
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/// <returns>
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/// <see cref="true"/>, if the value given assigned successfully assigned, <see cref="false"/> if not.
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/// </returns>
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bool Assign(ISprite sprite);
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}
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@ -1,13 +0,0 @@
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using System;
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using Microsoft.Xna.Framework.Graphics;
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namespace Syntriax.Engine.Core.Abstract;
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// TODO Probably gonna have to rethink this
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public interface ISprite
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{
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Action<ISprite>? OnTextureChanged { get; set; }
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Texture2D Texture2D { get; set; }
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}
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@ -1,27 +0,0 @@
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using System;
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using Microsoft.Xna.Framework.Graphics;
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using Syntriax.Engine.Core.Abstract;
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namespace Syntriax.Engine.Core;
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public class Sprite : ISprite
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{
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public Action<ISprite>? OnTextureChanged { get; set; }
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private Texture2D _texture = null!;
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public Texture2D Texture2D
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{
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get => _texture;
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set
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{
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if (_texture == value)
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return;
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_texture = value;
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OnTextureChanged?.Invoke(this);
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}
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}
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}
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@ -1,20 +0,0 @@
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using System;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Syntriax.Engine.Core.Abstract;
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namespace Syntriax.Engine.Graphics.TwoDimensional.Abstract;
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public interface IDisplayableSprite : IDisplayable, IAssignableSprite
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{
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Action<IDisplayableSprite>? OnSpriteEffectsChanged { get; set; }
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Action<IDisplayableSprite>? OnOriginChanged { get; set; }
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Action<IDisplayableSprite>? OnColorChanged { get; set; }
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Action<IDisplayableSprite>? OnDepthChanged { get; set; }
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SpriteEffects SpriteEffects { get; set; }
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Vector2 Origin { get; set; }
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Color Color { get; set; }
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float Depth { get; set; }
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}
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@ -1,117 +0,0 @@
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using System;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Syntriax.Engine.Core;
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using Syntriax.Engine.Core.Abstract;
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using Syntriax.Engine.Graphics.TwoDimensional.Abstract;
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namespace Syntriax.Engine.Graphics.TwoDimensional;
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public class DisplayableSpriteBehaviour : Behaviour, IDisplayableSprite, IAssignableSprite
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{
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public Action<IAssignableSprite>? OnSpriteAssigned { get; set; } = null;
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public Action<IDisplayableSprite>? OnSpriteEffectsChanged { get; set; } = null;
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public Action<IDisplayableSprite>? OnOriginChanged { get; set; } = null;
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public Action<IDisplayableSprite>? OnColorChanged { get; set; } = null;
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public Action<IDisplayableSprite>? OnDepthChanged { get; set; } = null;
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private ISprite _sprite = null!;
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private Color _color = Color.White;
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private float _depth = 0f;
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private SpriteEffects _spriteEffects = SpriteEffects.None;
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private Vector2 _origin = Vector2.One * .5f;
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public ISprite Sprite => _sprite;
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public SpriteEffects SpriteEffects
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{
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get => _spriteEffects;
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set
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{
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if (_spriteEffects == value)
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return;
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_spriteEffects = value;
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OnSpriteEffectsChanged?.Invoke(this);
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}
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}
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public Vector2 Origin
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{
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get => _origin;
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set
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{
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if (_origin == value)
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return;
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_origin = value;
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OnOriginChanged?.Invoke(this);
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}
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}
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public Color Color
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{
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get => _color;
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set
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{
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if (_color == value)
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return;
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_color = value;
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OnColorChanged?.Invoke(this);
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}
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}
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public float Depth
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{
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get => _depth;
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set
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{
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if (_depth == value)
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return;
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_depth = value;
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OnDepthChanged?.Invoke(this);
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}
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}
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public void Draw(SpriteBatch spriteBatch)
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{
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if (!BehaviourController.GameObject.StateEnable.Enabled || !StateEnable.Enabled)
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return;
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ITransform transform = BehaviourController.GameObject.Transform;
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Vector2D position = transform.Position;
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Vector2D scale = transform.Scale;
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Rectangle rectangle = new((int)position.X, -(int)position.Y, (int)(Sprite.Texture2D.Width * scale.X), (int)(Sprite.Texture2D.Height * scale.Y));
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spriteBatch.Draw(Sprite.Texture2D, rectangle, null, Color, transform.Rotation, new Vector2(Sprite.Texture2D.Width, Sprite.Texture2D.Height) * Origin, SpriteEffects, Depth);
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}
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public bool Assign(ISprite sprite)
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{
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_sprite = sprite;
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OnSpriteAssigned?.Invoke(this);
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return true;
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}
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public DisplayableSpriteBehaviour() => OnUnassigned += OnUnassign;
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public DisplayableSpriteBehaviour(
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Color? color = null,
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float? depth = null,
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SpriteEffects? spriteEffects = null,
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Vector2? origin = null)
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{
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OnUnassigned += OnUnassign;
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_color = color ?? _color;
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_depth = depth ?? _depth;
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_spriteEffects = spriteEffects ?? _spriteEffects;
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_origin = origin ?? _origin;
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}
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private void OnUnassign(IAssignable assignable) => _sprite = null!;
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}
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