refactor!: renamed GameManager to Universe and HierarchyObject to UniverseObject
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170
Engine.Core/UniverseObject.cs
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170
Engine.Core/UniverseObject.cs
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using System.Collections;
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using System.Collections.Generic;
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using Syntriax.Engine.Core.Abstract;
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namespace Syntriax.Engine.Core;
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[System.Diagnostics.DebuggerDisplay("Name: {Name}, Initialized: {Initialized}")]
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public class UniverseObject : BaseEntity, IUniverseObject
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{
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public event IUniverseObject.EnteredUniverseEventHandler? OnEnteredUniverse = null;
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public event IUniverseObject.ExitedUniverseEventHandler? OnExitedUniverse = null;
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public event IUniverseObject.ParentChangedEventHandler? OnParentChanged = null;
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public event IUniverseObject.ChildrenAddedEventHandler? OnChildrenAdded = null;
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public event IUniverseObject.ChildrenRemovedEventHandler? OnChildrenRemoved = null;
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public event IHasBehaviourController.BehaviourControllerAssignedEventHandler? OnBehaviourControllerAssigned = null;
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public event INameable.NameChangedEventHandler? OnNameChanged = null;
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public event IActive.ActiveChangedEventHandler? OnActiveChanged = null;
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private string _name = nameof(UniverseObject);
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private IUniverse _universe = null!;
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private IBehaviourController _behaviourController = null!;
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private bool _isActive = false;
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private readonly List<IUniverseObject> _children = [];
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public IUniverseObject? Parent { get; private set; } = null;
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public IReadOnlyList<IUniverseObject> Children => _children;
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public IBehaviourController BehaviourController => _behaviourController;
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public IUniverse Universe => _universe;
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public bool IsInUniverse => _universe is not null;
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public bool IsActive => _isActive;
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public string Name
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{
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get => _name;
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set
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{
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if (value == _name) return;
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string previousName = _name;
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_name = value;
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OnNameChanged?.InvokeSafe(this, previousName);
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}
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}
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protected virtual void OnEnteringUniverse(IUniverse universe) { }
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bool IUniverseObject.EnterUniverse(IUniverse universe)
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{
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if (IsInUniverse)
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return false;
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_universe = universe;
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UpdateActive();
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OnEnteringUniverse(universe);
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OnEnteredUniverse?.InvokeSafe(this, universe);
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return true;
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}
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protected virtual void OnExitingUniverse(IUniverse universe) { }
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bool IUniverseObject.ExitUniverse()
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{
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if (!IsInUniverse || _universe is not IUniverse universe)
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return false;
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OnExitingUniverse(universe);
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_universe = null!;
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OnExitedUniverse?.InvokeSafe(this, universe);
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return true;
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}
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public void SetParent(IUniverseObject? parent)
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{
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if (parent == this)
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throw new Exceptions.AssignFailedException($"{Name} can not parent itself");
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if (Parent == parent)
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return;
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IUniverseObject? previousParent = Parent;
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if (previousParent is not null)
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{
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previousParent.RemoveChild(this);
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previousParent.OnActiveChanged -= OnParentActiveChanged;
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}
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Parent = parent;
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if (parent is not null)
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{
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if (parent.IsInUniverse && !IsInUniverse)
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parent.Universe.Register(this);
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parent.AddChild(this);
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parent.OnActiveChanged += OnParentActiveChanged;
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}
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UpdateActive();
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OnParentChanged?.InvokeSafe(this, previousParent, parent);
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}
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public void AddChild(IUniverseObject parent)
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{
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if (_children.Contains(parent))
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return;
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_children.Add(parent);
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parent.SetParent(this);
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OnChildrenAdded?.InvokeSafe(this, parent);
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}
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public void RemoveChild(IUniverseObject child)
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{
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if (!_children.Remove(child))
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return;
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child.SetParent(null);
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OnChildrenRemoved?.InvokeSafe(this, child);
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}
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protected virtual void OnAssign(IBehaviourController behaviourController) { }
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public bool Assign(IBehaviourController behaviourController)
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{
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if (IsInitialized)
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return false;
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_behaviourController = behaviourController;
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OnAssign(behaviourController);
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OnBehaviourControllerAssigned?.InvokeSafe(this);
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return true;
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}
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protected override void OnAssign(IStateEnable stateEnable)
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{
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base.OnAssign(stateEnable);
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stateEnable.OnEnabledChanged += OnStateEnabledChanged;
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}
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private void OnParentActiveChanged(IActive sender, bool previousState) => UpdateActive();
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private void OnStateEnabledChanged(IStateEnable 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 && (Parent?.IsActive ?? true);
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if (previousActive != IsActive)
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OnActiveChanged?.InvokeSafe(this, previousActive);
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}
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protected override void UnassignInternal()
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{
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base.UnassignInternal();
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StateEnable.OnEnabledChanged -= OnStateEnabledChanged;
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}
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protected override void InitializeInternal()
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{
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base.InitializeInternal();
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_behaviourController ??= Factory.BehaviourControllerFactory.Instantiate(this);
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}
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public UniverseObject()
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{
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_name = GetType().Name;
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}
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public IEnumerator<IUniverseObject> GetEnumerator() => _children.GetEnumerator();
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IEnumerator IEnumerable.GetEnumerator() => _children.GetEnumerator();
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}
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