chore: Added Initial Engine Code

This commit is contained in:
2023-11-23 22:07:49 +03:00
parent a47586851c
commit 5fcf63c5a7
40 changed files with 1773 additions and 0 deletions

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namespace Syntriax.Engine.Core.Abstract;
/// <summary>
/// Indicates the class implementing it has Assignable fields that are necessary for the engine to work properly.
/// </summary>
public interface IAssignable { }

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using System;
namespace Syntriax.Engine.Core.Abstract;
/// <summary>
/// Indicates the object is an <see cref="IAssignable"/> with an assignable <see cref="IBehaviourController"/> field.
/// </summary>
public interface IAssignableBehaviourController : IAssignable
{
/// <summary>
/// Callback triggered when the <see cref="IBehaviourController"/> value has has been assigned a new value.
/// </summary>
Action<IAssignableBehaviourController>? OnBehaviourControllerAssigned { get; set; }
/// <inheritdoc cref="IBehaviourController" />
IBehaviourController BehaviourController { get; }
/// <summary>
/// Assign a value to the <see cref="IBehaviourController"/> field of this object
/// </summary>
/// <param name="behaviourController">New <see cref="IBehaviourController"/> to assign.</param>
/// <returns>
/// <see cref="true"/>, if the value given assigned successfully assigned, <see cref="false"/> if not.
/// </returns>
bool Assign(IBehaviourController behaviourController);
}

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using System;
namespace Syntriax.Engine.Core.Abstract;
/// <summary>
/// Indicates the object is an <see cref="IAssignable"/> with an assignable <see cref="IEntity"/> field.
/// </summary>
public interface IAssignableEntity : IAssignable
{
/// <summary>
/// Callback triggered when the <see cref="IEntity"/> value has has been assigned a new value.
/// </summary>
Action<IAssignableEntity>? OnEntityAssigned { get; set; }
/// <inheritdoc cref="IEntity" />
IEntity Entity { get; }
/// <summary>
/// Assign a value to the <see cref="IEntity"/> field of this object
/// </summary>
/// <param name="entity">New <see cref="IEntity"/> to assign.</param>
/// <returns>
/// <see cref="true"/>, if the value given assigned successfully assigned, <see cref="false"/> if not.
/// </returns>
bool Assign(IEntity entity);
}

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using System;
namespace Syntriax.Engine.Core.Abstract;
/// <summary>
/// Indicates the object is an <see cref="IAssignable"/> with an assignable <see cref="IGameObject"/> field.
/// </summary>
public interface IAssignableGameObject : IAssignable
{
/// <summary>
/// Callback triggered when the <see cref="IGameObject"/> value has has been assigned a new value.
/// </summary>
Action<IAssignableGameObject>? OnGameObjectAssigned { get; set; }
/// <inheritdoc cref="IGameObject" />
IGameObject GameObject { get; }
/// <summary>
/// Assign a value to the <see cref="IGameObject"/> field of this object
/// </summary>
/// <param name="gameObject">New <see cref="IGameObject"/> to assign.</param>
/// <returns>
/// <see cref="true"/>, if the value given assigned successfully assigned, <see cref="false"/> if not.
/// </returns>
bool Assign(IGameObject gameObject);
}

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using System;
namespace Syntriax.Engine.Core.Abstract;
/// <summary>
/// Indicates the object is an <see cref="IAssignable"/> with an assignable <see cref="ISprite"/> field.
/// </summary>
public interface IAssignableSprite : IAssignable
{
/// <summary>
/// Callback triggered when the <see cref="ISprite"/> value has has been assigned a new value.
/// </summary>
Action<IAssignableSprite>? OnSpriteAssigned { get; set; }
/// <inheritdoc cref="ISprite" />
ISprite Sprite { get; }
/// <summary>
/// Assign a value to the <see cref="ISprite"/> field of this object
/// </summary>
/// <param name="sprite">New <see cref="ISprite"/> to assign.</param>
/// <returns>
/// <see cref="true"/>, if the value given assigned successfully assigned, <see cref="false"/> if not.
/// </returns>
bool Assign(ISprite sprite);
}

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using System;
namespace Syntriax.Engine.Core.Abstract;
/// <summary>
/// Indicates the object is an <see cref="IAssignable"/> with an assignable <see cref="IStateEnable"/> field.
/// </summary>
public interface IAssignableStateEnable : IAssignable
{
/// <summary>
/// Callback triggered when the <see cref="IStateEnable"/> value has has been assigned a new value.
/// </summary>
Action<IAssignableStateEnable>? OnStateEnableAssigned { get; set; }
/// <inheritdoc cref="IStateEnable" />
IStateEnable StateEnable { get; }
/// <summary>
/// Assign a value to the <see cref="IStateEnable"/> field of this object
/// </summary>
/// <param name="stateEnable">New <see cref="IStateEnable"/> to assign.</param>
/// <returns>
/// <see cref="true"/>, if the value given assigned successfully assigned, <see cref="false"/> if not.
/// </returns>
bool Assign(IStateEnable stateEnable);
}

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using System;
namespace Syntriax.Engine.Core.Abstract;
/// <summary>
/// Indicates the object is an <see cref="IAssignable"/> with an assignable <see cref="ITransform"/> field.
/// </summary>
public interface IAssignableTransform : IAssignable
{
/// <summary>
/// Callback triggered when the <see cref="ITransform"/> value has has been assigned a new value.
/// </summary>
Action<IAssignableTransform>? OnTransformAssigned { get; set; }
/// <inheritdoc cref="ITransform" />
ITransform Transform { get; }
/// <summary>
/// Assign a value to the <see cref="ITransform"/> field of this object
/// </summary>
/// <param name="transform">New <see cref="ITransform"/> to assign.</param>
/// <returns>
/// <see cref="true"/>, if the value given assigned successfully assigned, <see cref="false"/> if not.
/// </returns>
bool Assign(ITransform transform);
}