chore: Added Initial Engine Code
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6
Engine.Core/Abstract/Assignable/IAssignable.cs
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6
Engine.Core/Abstract/Assignable/IAssignable.cs
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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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using System;
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namespace Syntriax.Engine.Core.Abstract;
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/// <summary>
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/// Indicates the object is an <see cref="IAssignable"/> with an assignable <see cref="IBehaviourController"/> field.
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/// </summary>
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public interface IAssignableBehaviourController : IAssignable
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{
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/// <summary>
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/// Callback triggered when the <see cref="IBehaviourController"/> value has has been assigned a new value.
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/// </summary>
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Action<IAssignableBehaviourController>? OnBehaviourControllerAssigned { get; set; }
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/// <inheritdoc cref="IBehaviourController" />
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IBehaviourController BehaviourController { get; }
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/// <summary>
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/// Assign a value to the <see cref="IBehaviourController"/> field of this object
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/// </summary>
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/// <param name="behaviourController">New <see cref="IBehaviourController"/> to assign.</param>
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/// <returns>
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/// <see cref="true"/>, if the value given assigned successfully assigned, <see cref="false"/> if not.
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/// </returns>
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bool Assign(IBehaviourController behaviourController);
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}
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26
Engine.Core/Abstract/Assignable/IAssignableEntity.cs
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26
Engine.Core/Abstract/Assignable/IAssignableEntity.cs
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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 object is an <see cref="IAssignable"/> with an assignable <see cref="IEntity"/> field.
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/// </summary>
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public interface IAssignableEntity : IAssignable
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{
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/// <summary>
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/// Callback triggered when the <see cref="IEntity"/> value has has been assigned a new value.
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/// </summary>
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Action<IAssignableEntity>? OnEntityAssigned { get; set; }
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/// <inheritdoc cref="IEntity" />
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IEntity Entity { get; }
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/// <summary>
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/// Assign a value to the <see cref="IEntity"/> field of this object
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/// </summary>
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/// <param name="entity">New <see cref="IEntity"/> to assign.</param>
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/// <returns>
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/// <see cref="true"/>, if the value given assigned successfully assigned, <see cref="false"/> if not.
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/// </returns>
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bool Assign(IEntity entity);
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}
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26
Engine.Core/Abstract/Assignable/IAssignableGameObject.cs
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Engine.Core/Abstract/Assignable/IAssignableGameObject.cs
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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 object is an <see cref="IAssignable"/> with an assignable <see cref="IGameObject"/> field.
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/// </summary>
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public interface IAssignableGameObject : IAssignable
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{
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/// <summary>
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/// Callback triggered when the <see cref="IGameObject"/> value has has been assigned a new value.
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/// </summary>
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Action<IAssignableGameObject>? OnGameObjectAssigned { get; set; }
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/// <inheritdoc cref="IGameObject" />
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IGameObject GameObject { get; }
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/// <summary>
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/// Assign a value to the <see cref="IGameObject"/> field of this object
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/// </summary>
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/// <param name="gameObject">New <see cref="IGameObject"/> to assign.</param>
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/// <returns>
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/// <see cref="true"/>, if the value given assigned successfully assigned, <see cref="false"/> if not.
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/// </returns>
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bool Assign(IGameObject gameObject);
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}
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26
Engine.Core/Abstract/Assignable/IAssignableSprite.cs
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Engine.Core/Abstract/Assignable/IAssignableSprite.cs
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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 object is an <see cref="IAssignable"/> with an assignable <see cref="ISprite"/> field.
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/// </summary>
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public interface IAssignableSprite : IAssignable
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{
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/// <summary>
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/// Callback triggered when the <see cref="ISprite"/> value has has been assigned a new value.
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/// </summary>
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Action<IAssignableSprite>? OnSpriteAssigned { get; set; }
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/// <inheritdoc cref="ISprite" />
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ISprite Sprite { get; }
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/// <summary>
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/// Assign a value to the <see cref="ISprite"/> field of this object
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/// </summary>
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/// <param name="sprite">New <see cref="ISprite"/> to assign.</param>
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/// <returns>
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/// <see cref="true"/>, if the value given assigned successfully assigned, <see cref="false"/> if not.
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/// </returns>
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bool Assign(ISprite sprite);
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}
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26
Engine.Core/Abstract/Assignable/IAssignableStateEnable.cs
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Engine.Core/Abstract/Assignable/IAssignableStateEnable.cs
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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 object is an <see cref="IAssignable"/> with an assignable <see cref="IStateEnable"/> field.
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/// </summary>
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public interface IAssignableStateEnable : IAssignable
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{
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/// <summary>
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/// Callback triggered when the <see cref="IStateEnable"/> value has has been assigned a new value.
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/// </summary>
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Action<IAssignableStateEnable>? OnStateEnableAssigned { get; set; }
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/// <inheritdoc cref="IStateEnable" />
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IStateEnable StateEnable { get; }
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/// <summary>
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/// Assign a value to the <see cref="IStateEnable"/> field of this object
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/// </summary>
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/// <param name="stateEnable">New <see cref="IStateEnable"/> to assign.</param>
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/// <returns>
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/// <see cref="true"/>, if the value given assigned successfully assigned, <see cref="false"/> if not.
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/// </returns>
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bool Assign(IStateEnable stateEnable);
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}
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26
Engine.Core/Abstract/Assignable/IAssignableTransform.cs
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Engine.Core/Abstract/Assignable/IAssignableTransform.cs
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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 object is an <see cref="IAssignable"/> with an assignable <see cref="ITransform"/> field.
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/// </summary>
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public interface IAssignableTransform : IAssignable
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{
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/// <summary>
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/// Callback triggered when the <see cref="ITransform"/> value has has been assigned a new value.
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/// </summary>
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Action<IAssignableTransform>? OnTransformAssigned { get; set; }
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/// <inheritdoc cref="ITransform" />
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ITransform Transform { get; }
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/// <summary>
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/// Assign a value to the <see cref="ITransform"/> field of this object
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/// </summary>
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/// <param name="transform">New <see cref="ITransform"/> to assign.</param>
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/// <returns>
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/// <see cref="true"/>, if the value given assigned successfully assigned, <see cref="false"/> if not.
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/// </returns>
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bool Assign(ITransform transform);
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}
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