feat: IActive interface added for hierarchy active state
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@@ -3,7 +3,7 @@ namespace Syntriax.Engine.Core.Abstract;
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/// <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>
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public interface IBehaviour : IEntity, IHasBehaviourController, IHasStateEnable
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public interface IBehaviour : IEntity, IActive, IHasBehaviourController, IHasStateEnable
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{
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/// <summary>
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/// Event triggered when the priority of the <see cref="IBehaviour"/> changes.
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@@ -15,10 +15,5 @@ public interface IBehaviour : IEntity, IHasBehaviourController, IHasStateEnable
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/// </summary>
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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>
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bool IsActive { get; }
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delegate void PriorityChangedEventHandler(IBehaviour sender, int previousPriority);
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}
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