BREAKING CHANGE: renamed original Behaviour class to BehaviourInternal, and replaced it with BehaviourBase
Original Behaviour was using old methods for detecting entering/exiting universe, they are now all under the same hood and the original is kept for UniverseEntranceManager because it needs to enter the universe without itself. The internal behaviour kept under a subnamespace of "Core.Internal" for the purpose that it might come in handy for other use cases.
This commit is contained in:
@@ -1,50 +1,103 @@
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namespace Engine.Core;
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public abstract class Behaviour : BehaviourBase
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[System.Diagnostics.DebuggerDisplay("{GetType().Name, nq}, Priority: {Priority}, Initialized: {Initialized}")]
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public abstract class Behaviour : BaseEntity, IBehaviour
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{
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private readonly Event<IUniverseObject, IUniverseObject.EnteredUniverseArguments>.EventHandler delegateEnteredUniverse = null!;
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private readonly Event<IUniverseObject, IUniverseObject.ExitedUniverseArguments>.EventHandler delegateExitedUniverse = null!;
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public Event<IBehaviour, IBehaviour.PriorityChangedArguments> OnPriorityChanged { get; } = new();
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public Event<IActive, IActive.ActiveChangedArguments> OnActiveChanged { get; } = new();
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public Event<IHasBehaviourController> OnBehaviourControllerAssigned { get; } = new();
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public Behaviour()
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private readonly Event<IHasUniverseObject>.EventHandler delegateOnUniverseObjectAssigned = null!;
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private readonly Event<IActive, IActive.ActiveChangedArguments>.EventHandler delegateOnUniverseObjectActiveChanged = null!;
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private readonly Event<IStateEnable, IStateEnable.EnabledChangedArguments>.EventHandler delegateOnStateEnabledChanged = null!;
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public IUniverse Universe => BehaviourController.UniverseObject.Universe;
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public IUniverseObject UniverseObject => BehaviourController.UniverseObject;
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private IBehaviourController _behaviourController = null!;
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public IBehaviourController BehaviourController => _behaviourController;
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private int _priority = 0;
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public int Priority
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{
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OnInitialized.AddListener(OnInitialize);
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OnFinalized.AddListener(OnFinalize);
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OnUnassigned.AddListener(OnUnassign);
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get => _priority;
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set
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{
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if (value == _priority)
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return;
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delegateEnteredUniverse = EnteredUniverse;
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delegateExitedUniverse = ExitedUniverse;
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int previousPriority = _priority;
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_priority = value;
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OnPriorityChanged?.Invoke(this, new(previousPriority));
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}
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}
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protected virtual void OnUnassign() { }
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protected void OnUnassign(IAssignable assignable) => OnUnassign();
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private bool _isActive = false;
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public bool IsActive => _isActive;
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protected virtual void OnInitialize() { }
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protected void OnInitialize(IInitializable _)
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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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BehaviourController.UniverseObject.OnEnteredUniverse.AddListener(delegateEnteredUniverse);
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BehaviourController.UniverseObject.OnExitedUniverse.AddListener(delegateExitedUniverse);
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if (IsInitialized)
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return false;
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OnInitialize();
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if (UniverseObject.IsInUniverse)
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EnteredUniverse(UniverseObject, new(Universe));
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_behaviourController = behaviourController;
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OnAssign(behaviourController);
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behaviourController.OnUniverseObjectAssigned.AddListener(delegateOnUniverseObjectAssigned);
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behaviourController.StateEnable.OnEnabledChanged.AddListener(delegateOnStateEnabledChanged);
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if (behaviourController.UniverseObject is not null)
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OnUniverseObjectAssigned(behaviourController);
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OnBehaviourControllerAssigned?.Invoke(this);
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return true;
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}
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protected virtual void OnFinalize() { }
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protected void OnFinalize(IInitializable _)
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private void OnUniverseObjectAssigned(IHasUniverseObject sender)
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{
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BehaviourController.UniverseObject.OnEnteredUniverse.RemoveListener(delegateEnteredUniverse);
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BehaviourController.UniverseObject.OnExitedUniverse.RemoveListener(delegateExitedUniverse);
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OnFinalize();
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if (UniverseObject.IsInUniverse)
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ExitedUniverse(UniverseObject, new(Universe));
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sender.UniverseObject.OnActiveChanged.AddListener(delegateOnUniverseObjectActiveChanged);
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UpdateActive();
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}
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protected virtual void OnEnteredUniverse(IUniverse universe) { }
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protected void EnteredUniverse(IUniverseObject sender, IUniverseObject.EnteredUniverseArguments args) => OnEnteredUniverse(args.Universe);
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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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protected virtual void OnExitedUniverse(IUniverse universe) { }
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protected void ExitedUniverse(IUniverseObject sender, IUniverseObject.ExitedUniverseArguments args) => OnExitedUniverse(args.Universe);
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stateEnable.OnEnabledChanged.AddListener(delegateOnStateEnabledChanged);
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}
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protected override void UnassignInternal()
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{
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BehaviourController.UniverseObject.OnActiveChanged.RemoveListener(delegateOnUniverseObjectActiveChanged);
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StateEnable.OnEnabledChanged.RemoveListener(delegateOnStateEnabledChanged);
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BehaviourController.OnUniverseObjectAssigned.RemoveListener(delegateOnUniverseObjectAssigned);
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BehaviourController.StateEnable.OnEnabledChanged.RemoveListener(delegateOnStateEnabledChanged);
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base.UnassignInternal();
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_behaviourController = null!;
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}
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protected override void InitializeInternal()
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{
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Debug.Assert.AssertBehaviourControllerAssigned(this);
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Debug.Assert.AssertStateEnableAssigned(this);
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UpdateActive();
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}
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private void OnStateEnabledChanged(IStateEnable sender, IStateEnable.EnabledChangedArguments args) => UpdateActive();
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private void OnUniverseObjectActiveChanged(IActive sender, IActive.ActiveChangedArguments args) => 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 && _behaviourController.StateEnable.Enabled && _behaviourController.UniverseObject.IsActive;
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if (previousActive != IsActive)
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OnActiveChanged?.Invoke(this, new(previousActive));
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}
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protected Behaviour()
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{
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delegateOnUniverseObjectAssigned = OnUniverseObjectAssigned;
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delegateOnUniverseObjectActiveChanged = OnUniverseObjectActiveChanged;
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delegateOnStateEnabledChanged = OnStateEnabledChanged;
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}
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}
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@@ -1,6 +1,7 @@
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namespace Engine.Core;
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public abstract class Behaviour2D : Behaviour, IBehaviour2D
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// TODO this should not use independent behaviour, the OnInitialize usage for getting the transform can cause very unexpected issues
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public abstract class Behaviour2D : Internal.BehaviourIndependent, IBehaviour2D
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{
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public ITransform2D Transform { get; private set; } = null!;
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@@ -1,103 +0,0 @@
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namespace Engine.Core;
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[System.Diagnostics.DebuggerDisplay("{GetType().Name, nq}, Priority: {Priority}, Initialized: {Initialized}")]
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public abstract class BehaviourBase : BaseEntity, IBehaviour
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{
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public Event<IBehaviour, IBehaviour.PriorityChangedArguments> OnPriorityChanged { get; } = new();
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public Event<IActive, IActive.ActiveChangedArguments> OnActiveChanged { get; } = new();
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public Event<IHasBehaviourController> OnBehaviourControllerAssigned { get; } = new();
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private readonly Event<IHasUniverseObject>.EventHandler delegateOnUniverseObjectAssigned = null!;
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private readonly Event<IActive, IActive.ActiveChangedArguments>.EventHandler delegateOnUniverseObjectActiveChanged = null!;
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private readonly Event<IStateEnable, IStateEnable.EnabledChangedArguments>.EventHandler delegateOnStateEnabledChanged = null!;
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public IUniverse Universe => BehaviourController.UniverseObject.Universe;
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public IUniverseObject UniverseObject => BehaviourController.UniverseObject;
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private IBehaviourController _behaviourController = null!;
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public IBehaviourController BehaviourController => _behaviourController;
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private int _priority = 0;
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public int Priority
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{
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get => _priority;
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set
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{
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if (value == _priority)
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return;
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int previousPriority = _priority;
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_priority = value;
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OnPriorityChanged?.Invoke(this, new(previousPriority));
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}
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}
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private bool _isActive = false;
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public bool IsActive => _isActive;
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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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behaviourController.OnUniverseObjectAssigned.AddListener(delegateOnUniverseObjectAssigned);
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behaviourController.StateEnable.OnEnabledChanged.AddListener(delegateOnStateEnabledChanged);
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if (behaviourController.UniverseObject is not null)
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OnUniverseObjectAssigned(behaviourController);
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OnBehaviourControllerAssigned?.Invoke(this);
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return true;
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}
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private void OnUniverseObjectAssigned(IHasUniverseObject sender)
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{
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sender.UniverseObject.OnActiveChanged.AddListener(delegateOnUniverseObjectActiveChanged);
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UpdateActive();
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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.AddListener(delegateOnStateEnabledChanged);
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}
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protected override void UnassignInternal()
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{
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BehaviourController.UniverseObject.OnActiveChanged.RemoveListener(delegateOnUniverseObjectActiveChanged);
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StateEnable.OnEnabledChanged.RemoveListener(delegateOnStateEnabledChanged);
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BehaviourController.OnUniverseObjectAssigned.RemoveListener(delegateOnUniverseObjectAssigned);
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BehaviourController.StateEnable.OnEnabledChanged.RemoveListener(delegateOnStateEnabledChanged);
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base.UnassignInternal();
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_behaviourController = null!;
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}
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protected override void InitializeInternal()
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{
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Debug.Assert.AssertBehaviourControllerAssigned(this);
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Debug.Assert.AssertStateEnableAssigned(this);
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UpdateActive();
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}
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private void OnStateEnabledChanged(IStateEnable sender, IStateEnable.EnabledChangedArguments args) => UpdateActive();
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private void OnUniverseObjectActiveChanged(IActive sender, IActive.ActiveChangedArguments args) => 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 && _behaviourController.StateEnable.Enabled && _behaviourController.UniverseObject.IsActive;
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if (previousActive != IsActive)
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OnActiveChanged?.Invoke(this, new(previousActive));
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}
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protected BehaviourBase()
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{
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delegateOnUniverseObjectAssigned = OnUniverseObjectAssigned;
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delegateOnUniverseObjectActiveChanged = OnUniverseObjectActiveChanged;
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delegateOnStateEnabledChanged = OnStateEnabledChanged;
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}
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}
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56
Engine.Core/BehaviourInternal.cs
Normal file
56
Engine.Core/BehaviourInternal.cs
Normal file
@@ -0,0 +1,56 @@
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namespace Engine.Core.Internal;
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[System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
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/// <summary>
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/// This behaviour can be used for core managers like <see cref="UpdateManager"/> etc. which need to be able to work even
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/// in a very bare minimum setup without the presence of <see cref="UniverseEntranceManager"/> to set themselves up on universe entrance.
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/// I recommend not using this unless you know what you are doing but it might come in handy for some use cases.
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/// </summary>
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public abstract class BehaviourIndependent : Behaviour
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{
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private readonly Event<IUniverseObject, IUniverseObject.EnteredUniverseArguments>.EventHandler delegateEnteredUniverse = null!;
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private readonly Event<IUniverseObject, IUniverseObject.ExitedUniverseArguments>.EventHandler delegateExitedUniverse = null!;
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public BehaviourIndependent()
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{
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OnInitialized.AddListener(OnInitialize);
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OnFinalized.AddListener(OnFinalize);
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OnUnassigned.AddListener(OnUnassign);
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delegateEnteredUniverse = EnteredUniverse;
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delegateExitedUniverse = ExitedUniverse;
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}
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protected virtual void OnUnassign() { }
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protected void OnUnassign(IAssignable assignable) => OnUnassign();
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protected virtual void OnInitialize() { }
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protected void OnInitialize(IInitializable _)
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{
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BehaviourController.UniverseObject.OnEnteredUniverse.AddListener(delegateEnteredUniverse);
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BehaviourController.UniverseObject.OnExitedUniverse.AddListener(delegateExitedUniverse);
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OnInitialize();
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if (UniverseObject.IsInUniverse)
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EnteredUniverse(UniverseObject, new(Universe));
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}
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protected virtual void OnFinalize() { }
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protected void OnFinalize(IInitializable _)
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{
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BehaviourController.UniverseObject.OnEnteredUniverse.RemoveListener(delegateEnteredUniverse);
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BehaviourController.UniverseObject.OnExitedUniverse.RemoveListener(delegateExitedUniverse);
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OnFinalize();
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if (UniverseObject.IsInUniverse)
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ExitedUniverse(UniverseObject, new(Universe));
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}
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protected virtual void OnEnteredUniverse(IUniverse universe) { }
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protected void EnteredUniverse(IUniverseObject sender, IUniverseObject.EnteredUniverseArguments args) => OnEnteredUniverse(args.Universe);
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protected virtual void OnExitedUniverse(IUniverse universe) { }
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protected void ExitedUniverse(IUniverseObject sender, IUniverseObject.ExitedUniverseArguments args) => OnExitedUniverse(args.Universe);
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}
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@@ -2,7 +2,7 @@ using System.Collections.Generic;
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namespace Engine.Core;
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public class DrawManager : Behaviour
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public class DrawManager : Behaviour, IEnterUniverse, IExitUniverse
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{
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// We use Descending order because draw calls are running from last to first
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private static Comparer<int> SortByDescendingPriority() => Comparer<int>.Create((x, y) => y.CompareTo(x));
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@@ -30,7 +30,7 @@ public class DrawManager : Behaviour
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postDrawEntities[i].PostDraw();
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}
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protected override void OnEnteredUniverse(IUniverse universe)
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public void EnterUniverse(IUniverse universe)
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{
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preDrawEntities.Assign(universe);
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drawEntities.Assign(universe);
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@@ -41,7 +41,7 @@ public class DrawManager : Behaviour
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universe.OnPostDraw.AddListener(OnPostDraw);
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}
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protected override void OnExitedUniverse(IUniverse universe)
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public void ExitUniverse(IUniverse universe)
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{
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preDrawEntities.Unassign();
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drawEntities.Unassign();
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@@ -2,7 +2,7 @@ using System.Collections.Generic;
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namespace Engine.Core;
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public class UniverseEntranceManager : Behaviour
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public class UniverseEntranceManager : Internal.BehaviourIndependent
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{
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// We use Ascending order because we are using reverse for loop to call them
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private static Comparer<int> SortByAscendingPriority() => Comparer<int>.Create((x, y) => x.CompareTo(y));
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@@ -2,7 +2,7 @@ using System.Collections.Generic;
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namespace Engine.Core;
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public class UpdateManager : Behaviour
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public class UpdateManager : Behaviour, IEnterUniverse, IExitUniverse
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{
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// We use Ascending order because we are using reverse for loop to call them
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private static Comparer<int> SortByAscendingPriority() => Comparer<int>.Create((x, y) => x.CompareTo(y));
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@@ -16,7 +16,7 @@ public class UpdateManager : Behaviour
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private readonly List<IFirstFrameUpdate> toCallFirstFrameUpdates = new(32);
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protected override void OnEnteredUniverse(IUniverse universe)
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public void EnterUniverse(IUniverse universe)
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{
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firstFrameUpdates.Assign(universe);
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lastFrameUpdates.Assign(universe);
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@@ -30,7 +30,7 @@ public class UpdateManager : Behaviour
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universe.OnPostUpdate.AddListener(OnPostUpdate);
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}
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protected override void OnExitedUniverse(IUniverse universe)
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public void ExitUniverse(IUniverse universe)
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{
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firstFrameUpdates.Unassign();
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lastFrameUpdates.Unassign();
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Block a user