refactor: Renamed Behaviour to BehaviourBase & BehaviourOverride to Behaviour
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@ -1,59 +1,87 @@
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using Syntriax.Engine.Core.Abstract;
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using Syntriax.Engine.Core.Exceptions;
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namespace Syntriax.Engine.Core;
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[System.Diagnostics.DebuggerDisplay("{GetType().Name, nq}, Priority: {Priority}, Initialized: {Initialized}")]
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public abstract class Behaviour : BaseEntity, IBehaviour
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public abstract class Behaviour : BehaviourBase
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{
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public event IAssignableBehaviourController.OnBehaviourControllerAssignedDelegate? OnBehaviourControllerAssigned = null;
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private bool isInitializedThisFrame = false;
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public event IBehaviour.OnPriorityChangedDelegate? OnPriorityChanged = null;
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protected IGameObject GameObject => BehaviourController.GameObject;
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protected ITransform Transform => BehaviourController.GameObject.Transform;
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private IBehaviourController _behaviourController = null!;
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private int _priority = 0;
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public IBehaviourController BehaviourController => _behaviourController;
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public override bool IsActive => base.IsActive && BehaviourController.GameObject.StateEnable.Enabled;
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public int Priority
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public Behaviour()
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{
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get => _priority;
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set
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OnInitialized += OnInitialize;
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OnFinalized += OnFinalize;
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OnUnassigned += OnUnassign;
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}
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protected virtual void OnUnassign() { }
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private void OnUnassign(IAssignable assignable) => OnUnassign();
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protected virtual void OnInitialize() { }
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private void OnInitialize(IInitialize _)
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{
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if (value == _priority)
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isInitializedThisFrame = true;
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BehaviourController.OnPreUpdate += PreUpdate;
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BehaviourController.OnPreDraw += PreDraw;
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BehaviourController.OnUpdate += Update;
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OnInitialize();
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}
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protected virtual void OnFinalize() { }
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private void OnFinalize(IInitialize _)
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{
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BehaviourController.OnPreUpdate -= PreUpdate;
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BehaviourController.OnPreDraw -= PreDraw;
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BehaviourController.OnUpdate -= Update;
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OnFinalize();
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}
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protected virtual void OnPreUpdatePreActiveCheck() { }
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protected virtual void OnPreUpdate() { }
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private void PreUpdate(IBehaviourController _)
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{
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OnPreUpdatePreActiveCheck();
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if (!IsActive)
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return;
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int previousPriority = _priority;
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_priority = value;
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OnPriorityChanged?.Invoke(this, previousPriority);
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}
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if (isInitializedThisFrame)
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FirstActiveFrame();
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OnPreUpdate();
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}
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public bool Assign(IBehaviourController behaviourController)
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protected virtual void OnFirstActiveFrame() { }
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private void FirstActiveFrame()
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{
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if (Initialized)
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return false;
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_behaviourController = behaviourController;
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OnBehaviourControllerAssigned?.Invoke(this);
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return true;
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OnFirstActiveFrame();
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isInitializedThisFrame = false;
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}
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protected override void UnassignInternal()
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protected virtual void OnUpdatePreActiveCheck() { }
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protected virtual void OnUpdate() { }
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private void Update(IBehaviourController _)
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{
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base.UnassignInternal();
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_behaviourController = null!;
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OnUpdatePreActiveCheck();
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if (!IsActive)
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return;
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OnUpdate();
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}
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protected override void InitializeInternal()
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protected virtual void OnPreDrawPreActiveCheck() { }
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protected virtual void OnPreDraw() { }
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private void PreDraw(IBehaviourController _)
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{
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base.InitializeInternal();
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NotAssignedException.Check(this, _behaviourController);
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NotAssignedException.Check(this, StateEnable);
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OnPreDrawPreActiveCheck();
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if (!StateEnable.Enabled)
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return;
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OnPreDraw();
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}
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}
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@ -0,0 +1,59 @@
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using Syntriax.Engine.Core.Abstract;
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using Syntriax.Engine.Core.Exceptions;
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namespace Syntriax.Engine.Core;
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[System.Diagnostics.DebuggerDisplay("{GetType().Name, nq}, Priority: {Priority}, Initialized: {Initialized}")]
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public abstract class BehaviourBase : BaseEntity, IBehaviour
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{
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public event IAssignableBehaviourController.OnBehaviourControllerAssignedDelegate? OnBehaviourControllerAssigned = null;
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public event IBehaviour.OnPriorityChangedDelegate? OnPriorityChanged = null;
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private IBehaviourController _behaviourController = null!;
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private int _priority = 0;
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public IBehaviourController BehaviourController => _behaviourController;
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public override bool IsActive => base.IsActive && BehaviourController.GameObject.StateEnable.Enabled;
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public int Priority
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{
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get => _priority;
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set
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{
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if (value == _priority)
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return;
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int previousPriority = _priority;
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_priority = value;
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OnPriorityChanged?.Invoke(this, previousPriority);
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}
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}
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public bool Assign(IBehaviourController behaviourController)
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{
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if (Initialized)
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return false;
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_behaviourController = behaviourController;
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OnBehaviourControllerAssigned?.Invoke(this);
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return true;
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}
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protected override void UnassignInternal()
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{
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base.UnassignInternal();
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_behaviourController = null!;
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}
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protected override void InitializeInternal()
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{
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base.InitializeInternal();
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NotAssignedException.Check(this, _behaviourController);
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NotAssignedException.Check(this, StateEnable);
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}
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}
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@ -1,87 +0,0 @@
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using Syntriax.Engine.Core.Abstract;
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namespace Syntriax.Engine.Core;
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public abstract class BehaviourOverride : Behaviour
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{
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private bool isInitializedThisFrame = false;
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protected IGameObject GameObject => BehaviourController.GameObject;
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protected ITransform Transform => BehaviourController.GameObject.Transform;
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public BehaviourOverride()
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{
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OnInitialized += OnInitialize;
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OnFinalized += OnFinalize;
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OnUnassigned += OnUnassign;
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}
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protected virtual void OnUnassign() { }
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private void OnUnassign(IAssignable assignable) => OnUnassign();
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protected virtual void OnInitialize() { }
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private void OnInitialize(IInitialize _)
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{
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isInitializedThisFrame = true;
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BehaviourController.OnPreUpdate += PreUpdate;
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BehaviourController.OnPreDraw += PreDraw;
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BehaviourController.OnUpdate += Update;
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OnInitialize();
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}
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protected virtual void OnFinalize() { }
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private void OnFinalize(IInitialize _)
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{
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BehaviourController.OnPreUpdate -= PreUpdate;
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BehaviourController.OnPreDraw -= PreDraw;
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BehaviourController.OnUpdate -= Update;
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OnFinalize();
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}
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protected virtual void OnPreUpdatePreActiveCheck() { }
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protected virtual void OnPreUpdate() { }
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private void PreUpdate(IBehaviourController _)
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{
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OnPreUpdatePreActiveCheck();
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if (!IsActive)
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return;
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if (isInitializedThisFrame)
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FirstActiveFrame();
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OnPreUpdate();
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}
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protected virtual void OnFirstActiveFrame() { }
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private void FirstActiveFrame()
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{
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OnFirstActiveFrame();
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isInitializedThisFrame = false;
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}
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protected virtual void OnUpdatePreActiveCheck() { }
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protected virtual void OnUpdate() { }
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private void Update(IBehaviourController _)
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{
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OnUpdatePreActiveCheck();
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if (!IsActive)
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return;
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OnUpdate();
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}
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protected virtual void OnPreDrawPreActiveCheck() { }
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protected virtual void OnPreDraw() { }
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private void PreDraw(IBehaviourController _)
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{
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OnPreDrawPreActiveCheck();
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if (!StateEnable.Enabled)
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return;
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OnPreDraw();
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}
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}
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