refactor!: renamed GameManager to Universe and HierarchyObject to UniverseObject
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@@ -38,16 +38,16 @@ public abstract class BehaviourBase : BaseEntity, IBehaviour
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_behaviourController = behaviourController;
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OnAssign(behaviourController);
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behaviourController.OnHierarchyObjectAssigned += OnHierarchyObjectAssigned;
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if (behaviourController.HierarchyObject is not null)
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OnHierarchyObjectAssigned(behaviourController);
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behaviourController.OnUniverseObjectAssigned += OnUniverseObjectAssigned;
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if (behaviourController.UniverseObject is not null)
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OnUniverseObjectAssigned(behaviourController);
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OnBehaviourControllerAssigned?.InvokeSafe(this);
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return true;
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}
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private void OnHierarchyObjectAssigned(IHasHierarchyObject sender)
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private void OnUniverseObjectAssigned(IHasUniverseObject sender)
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{
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sender.HierarchyObject.OnActiveChanged += OnHierarchyObjectActiveChanged;
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sender.UniverseObject.OnActiveChanged += OnUniverseObjectActiveChanged;
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UpdateActive();
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}
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@@ -61,7 +61,7 @@ public abstract class BehaviourBase : BaseEntity, IBehaviour
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protected override void UnassignInternal()
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{
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StateEnable.OnEnabledChanged -= OnStateEnabledChanged;
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BehaviourController.OnHierarchyObjectAssigned -= OnHierarchyObjectAssigned;
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BehaviourController.OnUniverseObjectAssigned -= OnUniverseObjectAssigned;
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base.UnassignInternal();
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_behaviourController = null!;
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}
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@@ -73,12 +73,12 @@ public abstract class BehaviourBase : BaseEntity, IBehaviour
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}
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private void OnStateEnabledChanged(IStateEnable sender, bool previousState) => UpdateActive();
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private void OnHierarchyObjectActiveChanged(IActive sender, bool previousState) => UpdateActive();
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private void OnUniverseObjectActiveChanged(IActive sender, bool previousState) => UpdateActive();
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private void UpdateActive()
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{
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bool previousActive = IsActive;
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_isActive = StateEnable.Enabled && _behaviourController.HierarchyObject.IsActive;
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_isActive = StateEnable.Enabled && _behaviourController.UniverseObject.IsActive;
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if (previousActive != IsActive)
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OnActiveChanged?.InvokeSafe(this, previousActive);
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