refactor!: renamed GameManager to Universe and HierarchyObject to UniverseObject

This commit is contained in:
2025-04-13 21:57:05 +03:00
parent a9f5974568
commit 70c884acfe
46 changed files with 749 additions and 750 deletions

View File

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