feat: Added IAssignable.Unassign()
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@ -1,6 +1,22 @@
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using System;
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namespace Syntriax.Engine.Core.Abstract;
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/// <summary>
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/// Indicates the class implementing it has Assignable fields that are necessary for the engine to work properly.
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/// </summary>
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public interface IAssignable { }
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public interface IAssignable
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{
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/// <summary>
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/// Callback triggered when the <see cref="IAssignable"/>'s fields are unassigned and completely ready to recycle.
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/// </summary>
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Action<IAssignable>? OnUnassigned { get; set; }
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/// <summary>
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/// Unassign <see cref="IAssignable"/>'s all fields and make it ready to recycle.
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/// </summary>
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/// <returns>
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/// <see cref="true"/>, if the fields are unsigned successfully, <see cref="false"/> if not.
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/// </returns>
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bool Unassign();
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}
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@ -6,6 +6,7 @@ namespace Syntriax.Engine.Core;
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public abstract class Behaviour : IBehaviour
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{
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public Action<IAssignable>? OnUnassigned { get; set; } = null;
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public Action<IAssignableStateEnable>? OnStateEnableAssigned { get; set; } = null;
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public Action<IAssignableBehaviourController>? OnBehaviourControllerAssigned { get; set; } = null;
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@ -73,6 +74,19 @@ public abstract class Behaviour : IBehaviour
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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 (Initialized)
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return false;
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_stateEnable = null!;
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_behaviourController = null!;
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_stateEnable.Unassign();
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OnUnassigned?.Invoke(this);
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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 (Initialized)
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@ -15,6 +15,7 @@ public class BehaviourController : IBehaviourController
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public Action<IBehaviourController, IBehaviour>? OnBehaviourAdded { get; set; } = null;
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public Action<IBehaviourController, IBehaviour>? OnBehaviourRemoved { get; set; } = null;
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public Action<IAssignable>? OnUnassigned { get; set; } = null;
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public Action<IAssignableGameObject>? OnGameObjectAssigned { get; set; } = null;
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@ -95,6 +96,16 @@ public class BehaviourController : IBehaviourController
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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.Initialized)
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return false;
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_gameObject = null!;
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OnUnassigned?.Invoke(this);
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return true;
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}
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public void Update(GameTime gameTime)
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{
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if (!GameObject.StateEnable.Enabled)
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@ -14,6 +14,7 @@ public class GameManager : IInitialize
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{
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public Action<IInitialize>? OnInitialized { get; set; } = null;
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public Action<IInitialize>? OnFinalized { get; set; } = null;
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public Action<IAssignable>? OnUnassigned { get; set; } = null;
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public Action<IAssignableStateEnable>? OnStateEnableAssigned { get; set; } = null;
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@ -98,6 +99,16 @@ public class GameManager : IInitialize
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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 (Initialized)
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return false;
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_stateEnable = null!;
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OnUnassigned?.Invoke(this);
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return true;
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}
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public void Update(GameTime time)
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{
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foreach (var gameObject in GameObjects)
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@ -11,6 +11,7 @@ public class GameObject : IGameObject
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{
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public Action<IAssignableStateEnable>? OnStateEnableAssigned { get; set; } = null;
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public Action<IAssignableTransform>? OnTransformAssigned { get; set; } = null;
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public Action<IAssignable>? OnUnassigned { get; set; } = null;
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public Action<IAssignableBehaviourController>? OnBehaviourControllerAssigned { get; set; } = null;
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public Action<IEntity>? OnNameChanged { get; set; } = null;
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@ -126,6 +127,19 @@ public class GameObject : IGameObject
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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 (Initialized)
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return false;
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_stateEnable = null!;
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_transform = null!;
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_behaviourController = null!;
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OnUnassigned?.Invoke(this);
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return true;
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}
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public GameObject() { OnBehaviourControllerAssigned += ConnectBehaviourController; }
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private void ConnectBehaviourController(IAssignableBehaviourController controller)
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{
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@ -6,6 +6,7 @@ namespace Syntriax.Engine.Core;
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public class StateEnable : IStateEnable
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{
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public Action<IAssignable>? OnUnassigned { get; set; } = null;
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public Action<IAssignableEntity>? OnEntityAssigned { get; set; } = null;
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public Action<IStateEnable>? OnEnabledChanged { get; set; } = null;
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@ -29,11 +30,21 @@ public class StateEnable : IStateEnable
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public bool Assign(IEntity entity)
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{
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if (_entity is not null) // TODO: IInitialize Maybe?
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if (_entity is not null) // TODO: Add IInitialize to IAssignable or IEntity maybe?
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return false;
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_entity = entity;
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OnEntityAssigned?.Invoke(this);
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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 (_entity is null)
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return false;
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_entity = null!;
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OnUnassigned?.Invoke(this);
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return true;
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}
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}
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