2023-11-23 22:07:49 +03:00
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namespace Syntriax.Engine.Core.Abstract;
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/// <summary>
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2024-02-01 12:14:53 +03:00
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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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2023-11-23 22:07:49 +03:00
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/// </summary>
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public interface IBehaviour : IEntity, IAssignableBehaviourController, IAssignableStateEnable, IInitialize
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{
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/// <summary>
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2024-02-01 12:14:53 +03:00
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/// Event triggered when the priority of the <see cref="IBehaviour"/> changes.
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2023-11-23 22:07:49 +03:00
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/// </summary>
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2024-07-15 01:13:39 +03:00
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event OnPriorityChangedDelegate? OnPriorityChanged;
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2023-11-23 22:07:49 +03:00
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/// <summary>
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2024-02-01 12:14:53 +03:00
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/// The priority of the <see cref="IBehaviour"/>.
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2023-11-23 22:07:49 +03:00
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/// </summary>
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int Priority { get; set; }
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2024-01-28 14:56:44 +03:00
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/// <summary>
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2024-02-01 12:14:53 +03:00
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/// The value indicating whether the <see cref="IBehaviour"/> is active.
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2024-01-28 14:56:44 +03:00
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/// </summary>
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bool IsActive { get; }
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2024-07-15 01:13:39 +03:00
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delegate void OnPriorityChangedDelegate(IBehaviour sender, int previousPriority);
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2023-11-23 22:07:49 +03:00
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}
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