refactor!: renamed GameManager to Universe and HierarchyObject to UniverseObject
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@@ -7,29 +7,29 @@ namespace Syntriax.Engine.Core;
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public static class BehaviourExtensions
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{
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public static T? FindBehaviour<T>(this IEnumerable<IHierarchyObject> hierarchyObjects) where T : class
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public static T? FindBehaviour<T>(this IEnumerable<IUniverseObject> universeObjects) where T : class
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{
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foreach (IHierarchyObject hierarchyObject in hierarchyObjects)
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if (hierarchyObject.BehaviourController.GetBehaviour<T>() is T behaviour)
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foreach (IUniverseObject universeObject in universeObjects)
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if (universeObject.BehaviourController.GetBehaviour<T>() is T behaviour)
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return behaviour;
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return default;
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}
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public static bool TryFindBehaviour<T>(this IEnumerable<IHierarchyObject> hierarchyObjects, [NotNullWhen(returnValue: true)] out T? behaviour) where T : class
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public static bool TryFindBehaviour<T>(this IEnumerable<IUniverseObject> universeObjects, [NotNullWhen(returnValue: true)] out T? behaviour) where T : class
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{
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behaviour = FindBehaviour<T>(hierarchyObjects);
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behaviour = FindBehaviour<T>(universeObjects);
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return behaviour is not null;
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}
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public static void FindBehaviours<T>(this IEnumerable<IHierarchyObject> hierarchyObjects, List<T> behaviours) where T : class
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public static void FindBehaviours<T>(this IEnumerable<IUniverseObject> universeObjects, List<T> behaviours) where T : class
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{
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behaviours.Clear();
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List<T> cache = [];
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foreach (IHierarchyObject hierarchyObject in hierarchyObjects)
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foreach (IUniverseObject universeObject in universeObjects)
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{
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hierarchyObject.BehaviourController.GetBehaviours(cache);
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universeObject.BehaviourController.GetBehaviours(cache);
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behaviours.AddRange(cache);
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}
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}
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