refactor!: renamed GameManager to Universe and HierarchyObject to UniverseObject
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37
Engine.Core/Factory/UniverseObjectFactory.cs
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37
Engine.Core/Factory/UniverseObjectFactory.cs
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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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