refactor!: removed noise from class names
Renamed classes with names XBehaviour to X
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@@ -2,7 +2,7 @@ using Syntriax.Engine.Core;
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namespace Syntriax.Engine.Physics2D;
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public abstract class Collider2DBehaviourBase : Behaviour2D, ICollider2D
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public abstract class Collider2DBase : Behaviour2D, ICollider2D
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{
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public Event<ICollider2D, CollisionDetectionInformation> OnCollisionDetected { get; } = new();
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public Event<ICollider2D, CollisionDetectionInformation> OnCollisionResolved { get; } = new();
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@@ -18,7 +18,7 @@ public abstract class Collider2DBehaviourBase : Behaviour2D, ICollider2D
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protected bool NeedsRecalculation { get; set; } = true;
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protected IRigidBody2D? _rigidBody2D = null;
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protected Collider2DBehaviourBase()
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protected Collider2DBase()
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{
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delegateOnBehaviourAddedToController = OnBehaviourAddedToController;
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delegateOnBehaviourRemovedFromController = OnBehaviourRemovedFromController;
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@@ -2,7 +2,7 @@ using Syntriax.Engine.Core;
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namespace Syntriax.Engine.Physics2D;
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public class Collider2DCircleBehaviour : Collider2DBehaviourBase, ICircleCollider2D
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public class Collider2DCircle : Collider2DBase, ICircleCollider2D
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{
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private Circle _circleLocal = Circle.UnitCircle;
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@@ -19,6 +19,6 @@ public class Collider2DCircleBehaviour : Collider2DBehaviourBase, ICircleCollide
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public override void CalculateCollider() => CircleWorld = Transform.Transform(_circleLocal);
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public Collider2DCircleBehaviour() { }
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public Collider2DCircleBehaviour(Circle circle) => CircleLocal = circle;
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public Collider2DCircle() { }
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public Collider2DCircle(Circle circle) => CircleLocal = circle;
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}
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@@ -2,7 +2,7 @@ using Syntriax.Engine.Core;
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namespace Syntriax.Engine.Physics2D;
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public class Collider2DShapeBehaviour : Collider2DBehaviourBase, IShapeCollider2D
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public class Collider2DShape : Collider2DBase, IShapeCollider2D
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{
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public Shape2D ShapeWorld { get => _shapeWorld; protected set => _shapeWorld = value; }
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public Shape2D ShapeLocal
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@@ -20,8 +20,8 @@ public class Collider2DShapeBehaviour : Collider2DBehaviourBase, IShapeCollider2
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public override void CalculateCollider() => ShapeLocal.Transform(Transform, _shapeWorld);
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public Collider2DShapeBehaviour() { }
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public Collider2DShapeBehaviour(Shape2D shape)
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public Collider2DShape() { }
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public Collider2DShape(Shape2D shape)
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{
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ShapeLocal = shape;
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}
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