feat: Implemented IInitialize on GameManager
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fdb368d881
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5f2c551fa4
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@ -0,0 +1,25 @@
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Microsoft Visual Studio Solution File, Format Version 12.00
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# Visual Studio Version 17
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VisualStudioVersion = 17.5.002.0
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MinimumVisualStudioVersion = 10.0.40219.1
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Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Engine.Core", "Engine.Core.csproj", "{6C1AF4B1-60B0-4225-9A96-F597BC04E9D0}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Any CPU = Debug|Any CPU
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Release|Any CPU = Release|Any CPU
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EndGlobalSection
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GlobalSection(ProjectConfigurationPlatforms) = postSolution
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{6C1AF4B1-60B0-4225-9A96-F597BC04E9D0}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{6C1AF4B1-60B0-4225-9A96-F597BC04E9D0}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{6C1AF4B1-60B0-4225-9A96-F597BC04E9D0}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{6C1AF4B1-60B0-4225-9A96-F597BC04E9D0}.Release|Any CPU.Build.0 = Release|Any CPU
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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EndGlobalSection
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GlobalSection(ExtensibilityGlobals) = postSolution
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SolutionGuid = {CC449885-B99C-4C71-842D-3C19A35E786F}
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EndGlobalSection
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EndGlobal
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@ -6,12 +6,20 @@ using Syntriax.Engine.Core.Factory;
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namespace Syntriax.Engine.Core;
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public class GameManager
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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<IAssignableStateEnable>? OnStateEnableAssigned { get; set; } = null;
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private IList<IGameObject> _gameObjects = new List<IGameObject>(Constants.GAME_OBJECTS_SIZE_INITIAL);
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private IList<IDrawable> _drawables = new List<IDrawable>(Constants.DRAWABLE_OBJECTS_SIZE_INITIAL);
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private IStateEnable _stateEnable = null!;
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private GameObjectFactory _gameObjectFactory = null!;
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private bool _initialized = false;
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private GameObjectFactory GameObjectFactory
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{
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get
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@ -22,7 +30,9 @@ public class GameManager
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}
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}
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public bool Initialized => _initialized;
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public IList<IGameObject> GameObjects => _gameObjects;
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public IStateEnable StateEnable { get { if (_stateEnable is null) Assign(new StateEnableFactory().Instantiate(this)); return _stateEnable; } }
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public void RegisterGameObject(IGameObject gameObject)
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{
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@ -48,10 +58,38 @@ public class GameManager
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return gameObject;
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}
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public void Initialize()
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public bool Initialize()
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{
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if (Initialized)
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return false;
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foreach (var gameObject in GameObjects)
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gameObject.Initialize();
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OnInitialized?.Invoke(this);
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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 (!Initialized)
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return false;
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for (int i = GameObjects.Count; i >= 0; i--)
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GameObjects[i].Finalize();
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OnFinalized?.Invoke(this);
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return true;
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}
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public bool Assign(IStateEnable stateEnable)
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{
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if (_stateEnable is not null)
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return false;
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_stateEnable = stateEnable;
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OnStateEnableAssigned?.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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