fix: some factories not assigning fields correctly
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@ -4,10 +4,10 @@ namespace Syntriax.Engine.Core.Factory;
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public class BehaviourControllerFactory
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{
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public static IBehaviourController Instantiate(IUniverseObject universeObject)
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=> Instantiate<BehaviourController>(universeObject);
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public static IBehaviourController Instantiate(IUniverseObject universeObject, IStateEnable? stateEnable = null)
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=> Instantiate<BehaviourController>(universeObject, stateEnable);
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public static T Instantiate<T>(IUniverseObject universeObject, params object?[]? args)
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public static T Instantiate<T>(IUniverseObject universeObject, IStateEnable? stateEnable = null, params object?[]? args)
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where T : class, IBehaviourController
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{
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T behaviourController = TypeFactory.Get<T>(args);
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@ -18,6 +18,17 @@ public class BehaviourControllerFactory
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if (!behaviourController.Assign(universeObject))
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throw AssignFailedException.From(behaviourController, universeObject);
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if (stateEnable is not null)
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{
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if (!stateEnable.Assign(behaviourController))
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throw AssignFailedException.From(stateEnable, behaviourController);
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if (!behaviourController.Assign(stateEnable))
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throw AssignFailedException.From(behaviourController, stateEnable);
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}
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else
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StateEnableFactory.Instantiate(behaviourController);
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return behaviourController;
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}
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}
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@ -12,12 +12,15 @@ public class BehaviourFactory
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{
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T behaviour = TypeFactory.Get<T>(args);
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stateEnable ??= TypeFactory.Get<StateEnable>();
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if (!stateEnable.Assign(behaviour))
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throw AssignFailedException.From(stateEnable, behaviour);
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if (!behaviour.Assign(stateEnable))
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throw AssignFailedException.From(behaviour, stateEnable);
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if (stateEnable is not null)
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{
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if (!stateEnable.Assign(behaviour))
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throw AssignFailedException.From(stateEnable, behaviour);
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if (!behaviour.Assign(stateEnable))
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throw AssignFailedException.From(behaviour, stateEnable);
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}
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else
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StateEnableFactory.Instantiate(behaviour);
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return behaviour;
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}
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@ -18,18 +18,25 @@ public class UniverseObjectFactory
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{
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T universeObject = TypeFactory.Get<T>(args);
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behaviourController ??= TypeFactory.Get<BehaviourController>();
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stateEnable ??= TypeFactory.Get<StateEnable>();
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if (behaviourController is not null)
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{
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if (!behaviourController.Assign(universeObject))
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throw AssignFailedException.From(behaviourController, universeObject);
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if (!universeObject.Assign(behaviourController))
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throw AssignFailedException.From(universeObject, behaviourController);
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}
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else
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BehaviourControllerFactory.Instantiate(universeObject);
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if (!behaviourController.Assign(universeObject))
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throw AssignFailedException.From(behaviourController, universeObject);
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if (!stateEnable.Assign(universeObject))
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throw AssignFailedException.From(stateEnable, universeObject);
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if (!universeObject.Assign(behaviourController))
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throw AssignFailedException.From(universeObject, behaviourController);
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if (!universeObject.Assign(stateEnable))
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throw AssignFailedException.From(universeObject, stateEnable);
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if (stateEnable is not null)
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{
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if (!stateEnable.Assign(universeObject))
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throw AssignFailedException.From(stateEnable, universeObject);
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if (!universeObject.Assign(stateEnable))
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throw AssignFailedException.From(universeObject, stateEnable);
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}
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else
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StateEnableFactory.Instantiate(universeObject);
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return universeObject;
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}
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