feat: IBehaviourController.GetBehaviour
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@ -51,6 +51,15 @@ public interface IBehaviourController : IAssignableGameObject, IEnumerable<IBeha
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/// <returns>The instantiated <see cref="IBehaviour"/> class after initialization.</returns>
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T AddBehaviour<T>(params object?[]? args) where T : class, IBehaviour;
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/// <summary>
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/// Looks up and returns the <see cref="IBehaviour"/> that is controlled by the <see cref="IBehaviourController"/>.
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/// </summary>
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/// <typeparam name="T">An implemented class or <see cref="interface"/></typeparam>
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/// <returns>
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/// <see cref="T"/>, if the type of <see cref="IBehaviour"/> is present in the <see cref="IBehaviourController"/>, <see cref="null"/> if not.
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/// </returns>
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T? GetBehaviour<T>();
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/// <summary>
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/// Looks up and tries to get the <see cref="IBehaviour"/> that is controlled by the <see cref="IBehaviourController"/>.
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/// </summary>
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@ -41,19 +41,19 @@ public class BehaviourController : IBehaviourController
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public T AddBehaviour<T>(params object?[]? args) where T : class, IBehaviour
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=> AddBehaviour(new Factory.BehaviourFactory().Instantiate<T>(_gameObject, args));
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public bool TryGetBehaviour<T>([NotNullWhen(returnValue: true)] out T? behaviour)
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public T? GetBehaviour<T>()
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{
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foreach (var behaviourItem in behaviours)
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{
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if (behaviourItem is not T result)
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continue;
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if (behaviourItem is T result)
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return result;
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behaviour = result;
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return true;
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return default;
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}
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behaviour = default;
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return false;
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public bool TryGetBehaviour<T>([NotNullWhen(returnValue: true)] out T? behaviour)
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{
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behaviour = GetBehaviour<T>();
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return behaviour is not null;
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}
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public IList<T> GetBehaviours<T>()
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