refactor!: renamed GameManager to Universe and HierarchyObject to UniverseObject
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@@ -5,19 +5,19 @@ namespace Syntriax.Engine.Core.Factory;
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public class BehaviourControllerFactory
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{
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public static IBehaviourController Instantiate(IHierarchyObject hierarchyObject)
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=> Instantiate<BehaviourController>(hierarchyObject);
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public static IBehaviourController Instantiate(IUniverseObject universeObject)
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=> Instantiate<BehaviourController>(universeObject);
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public static T Instantiate<T>(IHierarchyObject hierarchyObject, params object?[]? args)
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public static T Instantiate<T>(IUniverseObject universeObject, 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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if (!hierarchyObject.Assign(behaviourController))
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throw AssignFailedException.From(hierarchyObject, behaviourController);
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if (!universeObject.Assign(behaviourController))
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throw AssignFailedException.From(universeObject, behaviourController);
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if (!behaviourController.Assign(hierarchyObject))
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throw AssignFailedException.From(behaviourController, hierarchyObject);
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if (!behaviourController.Assign(universeObject))
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throw AssignFailedException.From(behaviourController, universeObject);
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return behaviourController;
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}
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@@ -5,10 +5,10 @@ namespace Syntriax.Engine.Core.Factory;
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public class BehaviourFactory
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{
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public static T Instantiate<T>(IHierarchyObject hierarchyObject, params object?[]? args) where T : class, IBehaviour
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=> Instantiate<T>(hierarchyObject, stateEnable: null, args);
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public static T Instantiate<T>(IUniverseObject universeObject, params object?[]? args) where T : class, IBehaviour
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=> Instantiate<T>(universeObject, stateEnable: null, args);
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public static T Instantiate<T>(IHierarchyObject hierarchyObject, IStateEnable? stateEnable, params object?[]? args)
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public static T Instantiate<T>(IUniverseObject universeObject, IStateEnable? stateEnable, params object?[]? args)
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where T : class, IBehaviour
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{
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T behaviour = TypeFactory.Get<T>(args);
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@@ -19,8 +19,8 @@ public class BehaviourFactory
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if (!behaviour.Assign(stateEnable))
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throw AssignFailedException.From(behaviour, stateEnable);
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if (!behaviour.Assign(hierarchyObject.BehaviourController))
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throw AssignFailedException.From(behaviour, hierarchyObject.BehaviourController);
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if (!behaviour.Assign(universeObject.BehaviourController))
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throw AssignFailedException.From(behaviour, universeObject.BehaviourController);
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return behaviour;
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}
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@@ -1,37 +0,0 @@
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using Syntriax.Engine.Core.Abstract;
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using Syntriax.Engine.Core.Exceptions;
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namespace Syntriax.Engine.Core.Factory;
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public class HierarchyObjectFactory
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{
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public static IHierarchyObject Instantiate() => Instantiate<HierarchyObject>();
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public static T Instantiate<T>(params object?[]? args) where T : class, IHierarchyObject
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=> Instantiate<T>(behaviourController: null, stateEnable: null, args);
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public static IHierarchyObject Instantiate(IBehaviourController? behaviourController = null, IStateEnable? stateEnable = null) => Instantiate<HierarchyObject>(behaviourController, stateEnable);
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public static T Instantiate<T>(
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IBehaviourController? behaviourController = null,
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IStateEnable? stateEnable = null,
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params object?[]? args
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)
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where T : class, IHierarchyObject
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{
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T hierarchyObject = 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.Assign(hierarchyObject))
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throw AssignFailedException.From(behaviourController, hierarchyObject);
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if (!stateEnable.Assign(hierarchyObject))
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throw AssignFailedException.From(stateEnable, hierarchyObject);
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if (!hierarchyObject.Assign(behaviourController))
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throw AssignFailedException.From(hierarchyObject, behaviourController);
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if (!hierarchyObject.Assign(stateEnable))
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throw AssignFailedException.From(hierarchyObject, stateEnable);
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return hierarchyObject;
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}
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}
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37
Engine.Core/Factory/UniverseObjectFactory.cs
Normal file
37
Engine.Core/Factory/UniverseObjectFactory.cs
Normal file
@@ -0,0 +1,37 @@
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using Syntriax.Engine.Core.Abstract;
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using Syntriax.Engine.Core.Exceptions;
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namespace Syntriax.Engine.Core.Factory;
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public class UniverseObjectFactory
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{
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public static IUniverseObject Instantiate() => Instantiate<UniverseObject>();
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public static T Instantiate<T>(params object?[]? args) where T : class, IUniverseObject
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=> Instantiate<T>(behaviourController: null, stateEnable: null, args);
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public static IUniverseObject Instantiate(IBehaviourController? behaviourController = null, IStateEnable? stateEnable = null) => Instantiate<UniverseObject>(behaviourController, stateEnable);
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public static T Instantiate<T>(
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IBehaviourController? behaviourController = null,
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IStateEnable? stateEnable = null,
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params object?[]? args
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)
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where T : class, IUniverseObject
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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.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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return universeObject;
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}
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}
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