Syntriax.Engine/Engine.Core/Abstract/IBehaviour.cs

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using System;
namespace Syntriax.Engine.Core.Abstract;
/// <summary>
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/// Represents a behaviour that any object in the game might use to interact with itself or other objects.
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/// </summary>
public interface IBehaviour : IEntity, IAssignableBehaviourController, IAssignableStateEnable, IInitialize
{
/// <summary>
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/// Event triggered when the priority of the <see cref="IBehaviour"/> changes.
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/// </summary>
Action<IBehaviour>? OnPriorityChanged { get; set; }
/// <summary>
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/// The priority of the <see cref="IBehaviour"/>.
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/// </summary>
int Priority { get; set; }
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/// <summary>
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/// The value indicating whether the <see cref="IBehaviour"/> is active.
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/// </summary>
bool IsActive { get; }
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}