refactor!: IGameObject removed
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136
Engine.Core/HierarchyObject.cs
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136
Engine.Core/HierarchyObject.cs
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using System.Collections;
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using System.Collections.Generic;
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using Syntriax.Engine.Core.Abstract;
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namespace Syntriax.Engine.Core;
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[System.Diagnostics.DebuggerDisplay("Name: {Name}, Initialized: {Initialized}")]
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public class HierarchyObject : BaseEntity, IHierarchyObject
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{
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public event IHierarchyObject.OnEnteredHierarchyEventHandler? OnEnteredHierarchy = null;
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public event IHierarchyObject.OnExitedHierarchyEventHandler? OnExitedHierarchy = null;
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public event IHierarchyObject.OnParentChangedEventHandler? OnParentChanged = null;
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public event IHierarchyObject.OnChildrenAddedEventHandler? OnChildrenAdded = null;
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public event IHierarchyObject.OnChildrenRemovedEventHandler? OnChildrenRemoved = null;
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public event IHasBehaviourController.OnBehaviourControllerAssignedEventHandler? OnBehaviourControllerAssigned = null;
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public event INameable.OnNameChangedEventHandler? OnNameChanged = null;
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private string _name = nameof(HierarchyObject);
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private IGameManager _gameManager = null!;
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private IBehaviourController _behaviourController = null!;
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private readonly List<IHierarchyObject> _children = [];
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public IHierarchyObject? Parent { get; private set; } = null;
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public IReadOnlyList<IHierarchyObject> Children => _children;
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public IGameManager GameManager => _gameManager;
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public bool IsInHierarchy => _gameManager is not null;
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public string Name
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{
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get => _name;
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set
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{
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if (value == _name) return;
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string previousName = _name;
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_name = value;
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OnNameChanged?.Invoke(this, previousName);
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}
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}
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public IBehaviourController BehaviourController => _behaviourController;
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protected virtual void OnEnteringHierarchy(IGameManager gameManager) { }
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bool IHierarchyObject.EnterHierarchy(IGameManager gameManager)
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{
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if (IsInHierarchy)
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return false;
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_gameManager = gameManager;
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OnEnteringHierarchy(gameManager);
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OnEnteredHierarchy?.Invoke(this, gameManager);
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return true;
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}
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protected virtual void OnExitingHierarchy(IGameManager gameManager) { }
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bool IHierarchyObject.ExitHierarchy()
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{
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if (!IsInHierarchy || _gameManager is not IGameManager gameManager)
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return false;
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_gameManager = null!;
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OnExitingHierarchy(gameManager);
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OnExitedHierarchy?.Invoke(this, gameManager);
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return true;
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}
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public void SetParent(IHierarchyObject? parent)
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{
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if (parent == this || Parent == parent)
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return;
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IHierarchyObject? previousParent = Parent;
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if (previousParent is not null)
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{
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previousParent.RemoveChild(this);
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previousParent.OnParentChanged -= NotifyChildrenOnParentChange;
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}
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Parent = parent;
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if (parent is not null)
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{
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parent.AddChild(this);
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parent.OnParentChanged += NotifyChildrenOnParentChange;
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}
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OnParentChanged?.Invoke(this, previousParent, parent);
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}
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public void AddChild(IHierarchyObject parent)
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{
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if (_children.Contains(parent))
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return;
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_children.Add(parent);
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parent.SetParent(this);
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OnChildrenAdded?.Invoke(this, parent);
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}
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public void RemoveChild(IHierarchyObject parent)
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{
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if (!_children.Remove(parent))
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return;
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parent.SetParent(null);
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OnChildrenRemoved?.Invoke(this, parent);
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}
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private void NotifyChildrenOnParentChange(IHierarchyObject sender, IHierarchyObject? previousParent, IHierarchyObject? newParent)
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{
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// TODO No idea how logical this is to propagate this to the children the way I'm doing right now.
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// I was originally gonna just call `child.OnParentChanged?.Invoke(child, child.parentTransform);` but seems an unnecessary call too?
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foreach (IHierarchyObject child in Children) // TODO CHECK ERRORS
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child.SetParent(this);
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}
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public bool Assign(IBehaviourController behaviourController)
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{
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if (IsInitialized)
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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 InitializeInternal()
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{
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base.InitializeInternal();
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_behaviourController ??= new Factory.BehaviourControllerFactory().Instantiate(this);
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}
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public IEnumerator<IHierarchyObject> GetEnumerator() => _children.GetEnumerator();
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IEnumerator IEnumerable.GetEnumerator() => _children.GetEnumerator();
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}
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