fix: Issues With Behaviours Entering / Leaving the Hierarchy Callbacks Not Firing
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@ -6,7 +6,7 @@ namespace Syntriax.Engine.Core.Abstract;
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/// <summary>
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/// Represents a controller for managing <see cref="IBehaviour"/>s and notify them accordingly about the engine's updates. Connected to an <see cref="IGameObject"/>.
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/// </summary>
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public interface IBehaviourController : IAssignableGameObject, IEnumerable<IBehaviour>
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public interface IBehaviourController : IInitialize, IAssignableGameObject, IEnumerable<IBehaviour>
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{
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/// <summary>
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/// Event triggered before the update of <see cref="IBehaviour"/>s.
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@ -5,6 +5,7 @@ using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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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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@ -17,17 +18,37 @@ public class BehaviourController : IBehaviourController
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public event IBehaviourController.OnBehaviourAddedDelegate? OnBehaviourAdded = null;
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public event IBehaviourController.OnBehaviourRemovedDelegate? OnBehaviourRemoved = null;
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public event IAssignable.OnUnassignedDelegate? OnUnassigned;
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public event IAssignableGameObject.OnGameObjectAssignedDelegate? OnGameObjectAssigned = null;
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public event IInitialize.OnInitializedDelegate? OnInitialized = null;
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public event IInitialize.OnFinalizedDelegate? OnFinalized = null;
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public event IAssignable.OnUnassignedDelegate? OnUnassigned = null;
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private readonly IList<IBehaviour> behaviours = new List<IBehaviour>(Constants.BEHAVIOURS_SIZE_INITIAL);
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private IGameObject _gameObject = null!;
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private bool _initialized = false;
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public IGameObject GameObject => _gameObject;
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public bool IsInitialized
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{
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get => _initialized;
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private set
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{
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if (value == _initialized)
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return;
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_initialized = value;
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if (value)
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OnInitialized?.Invoke(this);
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else
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OnFinalized?.Invoke(this);
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}
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}
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public T AddBehaviour<T>(T behaviour) where T : class, IBehaviour
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{
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InsertBehaviourByPriority(behaviour);
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@ -121,9 +142,36 @@ public class BehaviourController : IBehaviourController
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return true;
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}
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public bool Initialize()
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{
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if (IsInitialized)
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return false;
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NotAssignedException.Check(this, _gameObject);
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foreach (IBehaviour behaviour in behaviours)
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behaviour.Initialize();
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IsInitialized = true;
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return true;
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}
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public bool Finalize()
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{
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if (!IsInitialized)
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return false;
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foreach (IBehaviour behaviour in behaviours)
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behaviour.Finalize();
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IsInitialized = false;
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return true;
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}
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public bool Unassign()
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{
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if (GameObject is not null && GameObject.IsInitialized)
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if (IsInitialized)
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return false;
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_gameObject = null!;
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@ -140,12 +140,12 @@ public class GameManager : BaseEntity, IGameManager
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gameObject.OnFinalized += OnGameObjectFinalize;
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gameObject.OnExitedHierarchy += OnGameObjectExitedHierarchy;
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foreach (ITransform child in gameObject.Transform.Children)
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Register(child.GameObject);
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if (!gameObject.Initialize())
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throw new Exception($"{nameof(gameObject)} can't be initialized");
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foreach (ITransform child in gameObject.Transform.Children)
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Register(child.GameObject);
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_gameObjects.Add(gameObject);
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_hierarchyObjects.Add(gameObject);
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@ -46,6 +46,9 @@ public class GameObject : BaseEntity, IGameObject
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NotAssignedException.Check(this, _transform);
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NotAssignedException.Check(this, _behaviourController);
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if (!_behaviourController.Initialize())
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throw new System.Exception($"Failed to Initialize {BehaviourController.GetType().Name} on {Transform.GameObject.Name}");
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}
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public void Update()
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@ -60,8 +63,8 @@ public class GameObject : BaseEntity, IGameObject
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{
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base.FinalizeInternal();
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foreach (IBehaviour behaviour in _behaviourController.GetBehaviours<IBehaviour>())
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behaviour.Finalize();
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if (!_behaviourController.Finalize())
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throw new System.Exception($"Failed to Finalize {BehaviourController.GetType().Name} on {Transform.GameObject.Name}");
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}
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public bool Assign(ITransform transform)
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