refactor: code styles enforced with .editorconfig
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@@ -14,7 +14,6 @@ public abstract class BaseEntity : IEntity
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public event IAssignableStateEnable.OnStateEnableAssignedEventHandler? OnStateEnableAssigned = null;
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public event IAssignable.OnUnassignedEventHandler? OnUnassigned = null;
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private IStateEnable _stateEnable = null!;
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private bool _initialized = false;
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@@ -1,5 +1,4 @@
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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namespace Syntriax.Engine.Core.Abstract;
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@@ -1,5 +1,3 @@
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using System.Collections;
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namespace Syntriax.Engine.Core.Abstract;
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public interface ICoroutineYield
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@@ -1,4 +1,3 @@
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using System;
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using System.Collections.Generic;
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namespace Syntriax.Engine.Core.Abstract;
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@@ -10,12 +10,10 @@ public abstract class BehaviourBase : BaseEntity, IBehaviour
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public event IBehaviour.OnPriorityChangedEventHandler? OnPriorityChanged = null;
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private IBehaviourController _behaviourController = null!;
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private int _priority = 0;
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public IBehaviourController BehaviourController => _behaviourController;
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public override bool IsActive => base.IsActive && BehaviourController.GameObject.StateEnable.Enabled;
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@@ -1,7 +1,6 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Syntriax.Engine.Core.Abstract;
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@@ -32,7 +31,6 @@ public class BehaviourController : IBehaviourController
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public IGameObject GameObject => _gameObject;
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public bool IsInitialized
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{
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get => _initialized;
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@@ -67,7 +65,7 @@ public class BehaviourController : IBehaviourController
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public T? GetBehaviour<T>()
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{
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foreach (var behaviourItem in behaviours)
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foreach (IBehaviour behaviourItem in behaviours)
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if (behaviourItem is T result)
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return result;
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@@ -77,7 +75,7 @@ public class BehaviourController : IBehaviourController
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public IList<T> GetBehaviours<T>()
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{
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List<T>? behaviours = null;
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foreach (var behaviourItem in this.behaviours)
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foreach (IBehaviour behaviourItem in this.behaviours)
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{
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if (behaviourItem is not T behaviour)
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continue;
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@@ -92,7 +90,7 @@ public class BehaviourController : IBehaviourController
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public void GetBehaviours<T>(IList<T> results)
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{
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results.Clear();
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foreach (var behaviourItem in behaviours)
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foreach (IBehaviour behaviourItem in behaviours)
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{
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if (behaviourItem is not T behaviour)
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continue;
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@@ -136,7 +134,6 @@ public class BehaviourController : IBehaviourController
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return true;
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}
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public bool Initialize()
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{
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if (IsInitialized)
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@@ -210,7 +207,6 @@ public class BehaviourController : IBehaviourController
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behaviours.Add(behaviour);
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}
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private void OnPriorityChange(IBehaviour sender, int previousPriority)
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{
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behaviours.Remove(sender);
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@@ -1,5 +1,4 @@
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using System;
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using Syntriax.Engine.Core.Abstract;
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namespace Syntriax.Engine.Core.Exceptions;
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@@ -11,7 +10,7 @@ public class AssignException : Exception
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// public static AssignException FromStateEnable(IStateEnable? stateEnable)
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// => new AssignException($"{nameof(IGameObject.AssignStateEnable)} failed on type {stateEnable?.GetType().ToString() ?? "\"null\""}");
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public static AssignException From<T, T2>(T to, T2? value)
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=> new AssignException($"Assign operation has failed on T: {typeof(T).FullName}, value: {value?.GetType().ToString() ?? "\"null\""}");
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=> new($"Assign operation has failed on T: {typeof(T).FullName}, value: {value?.GetType().ToString() ?? "\"null\""}");
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// public static AssignException FromBehaviourController(IBehaviourController? behaviourController)
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// => new AssignException($"{nameof(IGameObject.AssignBehaviourController)} failed on type {behaviourController?.GetType().ToString() ?? "\"null\""}");
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}
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@@ -9,7 +9,7 @@ public class NotAssignedException : Exception
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public NotAssignedException(string? message) : base(message) { }
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public static NotAssignedException From<T1, T2>(T1 to, T2? value) where T1 : IAssignable
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=> new NotAssignedException($"{typeof(T2).Name} has not been assigned to {typeof(T1).Name}");
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=> new($"{typeof(T2).Name} has not been assigned to {typeof(T1).Name}");
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public static void Check<T1, T2>(T1 to, T2? value) where T1 : IAssignable
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{
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@@ -1,5 +1,4 @@
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using System;
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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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@@ -102,7 +101,7 @@ public class GameManager : BaseEntity, IGameManager
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base.InitializeInternal();
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NotAssignedException.Check(this, StateEnable);
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foreach (var gameObject in GameObjects)
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foreach (IGameObject gameObject in GameObjects)
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gameObject.Initialize();
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}
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@@ -20,7 +20,6 @@ public class Transform : ITransform
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public event ITransform.OnChildrenAddedEventHandler? OnChildrenAdded = null;
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public event ITransform.OnChildrenRemovedEventHandler? OnChildrenRemoved = null;
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private Vector2D _position = Vector2D.Zero;
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private Vector2D _scale = Vector2D.One;
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private float _rotation = 0f;
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@@ -179,7 +178,7 @@ public class Transform : ITransform
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{
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// TODO No idea how logical this is to propagate this to the children the way I'm doing right now.
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// I was originally gonna just call `child.OnParentChanged?.Invoke(child, child.Parent);` but seems an unnecessary call too?
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foreach (var child in Children) // TODO CHECK ERRORS
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foreach (ITransform child in Children) // TODO CHECK ERRORS
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child.SetParent(this);
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}
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