docs(core): Abstract
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@@ -3,22 +3,22 @@ using System;
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namespace Syntriax.Engine.Core.Abstract;
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/// <summary>
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/// Responsible for every behaviour an object in the game might have, controlled by <see cref="IBehaviourController"/>.
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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>
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public interface IBehaviour : IEntity, IAssignableBehaviourController, IAssignableStateEnable, IInitialize
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{
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/// <summary>
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/// Callback triggered when the <see cref="Priority"/> has changed.
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/// Event triggered when the priority of the <see cref="IBehaviour"/> changes.
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/// </summary>
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Action<IBehaviour>? OnPriorityChanged { get; set; }
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/// <summary>
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/// Call priority of the <see cref="IBehaviour"/>.
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/// The priority of the <see cref="IBehaviour"/>.
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/// </summary>
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int Priority { get; set; }
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/// <summary>
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/// If the <see cref="IBehaviour"/> is active.
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/// The value indicating whether the <see cref="IBehaviour"/> is active.
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/// </summary>
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bool IsActive { get; }
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}
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