feat: IEntity.Id & BaseEntity
This commit is contained in:
parent
5d897f2f56
commit
dbb263ebed
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@ -0,0 +1,105 @@
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using System;
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namespace Syntriax.Engine.Core.Abstract;
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public abstract class BaseEntity : IEntity
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{
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public Action<IEntity, string>? OnIdChanged { get; set; } = null;
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public Action<IAssignable>? OnUnassigned { get; set; } = null;
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public Action<IAssignableStateEnable>? OnStateEnableAssigned { get; set; } = null;
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public Action<IInitialize>? OnInitialized { get; set; } = null;
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public Action<IInitialize>? OnFinalized { get; set; } = null;
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private IStateEnable _stateEnable = null!;
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private bool _initialized = false;
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private string _id = string.Empty;
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public virtual IStateEnable StateEnable => _stateEnable;
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public virtual bool IsActive => StateEnable.Enabled;
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public string Id
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{
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get => _id;
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set
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{
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if (value == _id)
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return;
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string previousId = _id;
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_id = value;
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OnIdChanged?.Invoke(this, previousId);
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}
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}
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public bool Initialized
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{
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get => _initialized;
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private set
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{
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if (value == _initialized)
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return;
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_initialized = value;
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if (value)
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OnInitialized?.Invoke(this);
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else
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OnFinalized?.Invoke(this);
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}
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}
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public bool Assign(IStateEnable stateEnable)
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{
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if (Initialized)
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return false;
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_stateEnable = stateEnable;
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_stateEnable.Assign(this);
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OnStateEnableAssigned?.Invoke(this);
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return true;
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}
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protected virtual void UnassignInternal() { }
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public bool Unassign()
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{
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if (Initialized)
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return false;
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UnassignInternal();
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OnUnassigned?.Invoke(this);
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return true;
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}
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protected virtual void InitializeInternal() { }
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public bool Initialize()
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{
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if (Initialized)
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return false;
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InitializeInternal();
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Initialized = true;
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return true;
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}
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protected virtual void FinalizeInternal() { }
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public bool Finalize()
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{
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if (!Initialized)
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return false;
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FinalizeInternal();
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Initialized = false;
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return true;
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}
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protected BaseEntity() => _id = Guid.NewGuid().ToString("D");
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protected BaseEntity(string id) => _id = id;
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}
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@ -1,3 +1,5 @@
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using System;
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namespace Syntriax.Engine.Core.Abstract;
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/// <summary>
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@ -5,4 +7,14 @@ namespace Syntriax.Engine.Core.Abstract;
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/// </summary>
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public interface IEntity : IInitialize, IAssignableStateEnable
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{
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/// <summary>
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/// Event triggered when the <see cref="Id"/> of the <see cref="IEntity"/> changes.
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/// The string action parameter is the previous <see cref="Id"/> of the <see cref="IEntity"/>.
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/// </summary>
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Action<IEntity, string>? OnIdChanged { get; set; }
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/// <summary>
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/// The ID of the <see cref="IEntity"/>.
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/// </summary>
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string Id { get; set; }
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}
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@ -6,43 +6,20 @@ using Syntriax.Engine.Core.Exceptions;
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namespace Syntriax.Engine.Core;
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[System.Diagnostics.DebuggerDisplay("{GetType().Name, nq}, Priority: {Priority}, Initialized: {Initialized}")]
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public abstract class Behaviour : IBehaviour
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public abstract class Behaviour : BaseEntity, IBehaviour
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{
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public Action<IAssignable>? OnUnassigned { get; set; } = null;
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public Action<IAssignableStateEnable>? OnStateEnableAssigned { get; set; } = null;
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public Action<IAssignableBehaviourController>? OnBehaviourControllerAssigned { get; set; } = null;
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public Action<IInitialize>? OnInitialized { get; set; } = null;
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public Action<IInitialize>? OnFinalized { get; set; } = null;
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public Action<IBehaviour>? OnPriorityChanged { get; set; } = null;
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private IBehaviourController _behaviourController = null!;
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private IStateEnable _stateEnable = null!;
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private bool _initialized = false;
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private int _priority = 0;
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public IStateEnable StateEnable => _stateEnable;
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public IBehaviourController BehaviourController => _behaviourController;
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public bool IsActive => StateEnable.Enabled && BehaviourController.GameObject.StateEnable.Enabled;
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public bool Initialized
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{
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get => _initialized;
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private set
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{
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if (value == _initialized)
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return;
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_initialized = value;
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if (value)
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OnInitialized?.Invoke(this);
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else
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OnFinalized?.Invoke(this);
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}
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}
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public override bool IsActive => base.IsActive && BehaviourController.GameObject.StateEnable.Enabled;
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public int Priority
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{
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@ -57,17 +34,6 @@ public abstract class Behaviour : IBehaviour
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}
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}
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public bool Assign(IStateEnable stateEnable)
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{
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if (Initialized)
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return false;
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_stateEnable = stateEnable;
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_stateEnable.Assign(this);
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OnStateEnableAssigned?.Invoke(this);
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return true;
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}
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public bool Assign(IBehaviourController behaviourController)
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{
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if (Initialized)
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@ -78,36 +44,16 @@ public abstract class Behaviour : IBehaviour
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return true;
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}
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public bool Unassign()
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protected override void UnassignInternal()
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{
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if (Initialized)
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return false;
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_stateEnable = null!;
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base.UnassignInternal();
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_behaviourController = null!;
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OnUnassigned?.Invoke(this);
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return true;
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}
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public bool Initialize()
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protected override void InitializeInternal()
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{
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if (Initialized)
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return false;
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base.InitializeInternal();
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NotAssignedException.Check(this, _behaviourController);
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NotAssignedException.Check(this, _stateEnable);
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Initialized = true;
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return true;
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}
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public bool Finalize()
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{
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if (!Initialized)
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return false;
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Initialized = false;
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return true;
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NotAssignedException.Check(this, StateEnable);
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}
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}
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@ -9,22 +9,15 @@ using Syntriax.Engine.Core.Factory;
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namespace Syntriax.Engine.Core;
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[System.Diagnostics.DebuggerDisplay("GameObject Count: {_gameObjects.Count}")]
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public class GameManager : IGameManager
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public class GameManager : BaseEntity, IGameManager
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{
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public Action<IGameManager, IGameObject>? OnGameObjectRegistered { get; set; } = null;
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public Action<IGameManager, IGameObject>? OnGameObjectUnRegistered { get; set; } = null;
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public Action<IInitialize>? OnInitialized { get; set; } = null;
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public Action<IInitialize>? OnFinalized { get; set; } = null;
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public Action<IAssignable>? OnUnassigned { get; set; } = null;
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public Action<IAssignableStateEnable>? OnStateEnableAssigned { get; set; } = null;
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private readonly List<IGameObject> _gameObjects = new(Constants.GAME_OBJECTS_SIZE_INITIAL);
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private IStateEnable _stateEnable = null!;
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private GameObjectFactory _gameObjectFactory = null!;
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private bool _initialized = false;
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private GameObjectFactory GameObjectFactory
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{
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@ -36,21 +29,20 @@ public class GameManager : IGameManager
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}
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}
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public bool Initialized => _initialized;
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public IReadOnlyList<IGameObject> GameObjects => _gameObjects;
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public IStateEnable StateEnable
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public override IStateEnable StateEnable
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{
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get
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{
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if (_stateEnable is null)
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if (base.StateEnable is null)
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{
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Assign(new StateEnableFactory().Instantiate(this));
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if (_stateEnable is null)
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throw NotAssignedException.From(this, _stateEnable);
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if (base.StateEnable is null)
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throw NotAssignedException.From(this, base.StateEnable);
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}
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return _stateEnable;
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return base.StateEnable;
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}
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}
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@ -78,52 +70,20 @@ public class GameManager : IGameManager
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return gameObject;
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}
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public bool Initialize()
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protected override void InitializeInternal()
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{
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if (Initialized)
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return false;
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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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gameObject.Initialize();
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_initialized = true;
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OnInitialized?.Invoke(this);
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return true;
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}
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public bool Finalize()
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protected override void FinalizeInternal()
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{
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if (!Initialized)
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return false;
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base.FinalizeInternal();
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for (int i = GameObjects.Count; i >= 0; i--)
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GameObjects[i].Finalize();
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OnFinalized?.Invoke(this);
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_initialized = false;
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return true;
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}
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public bool Assign(IStateEnable stateEnable)
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{
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if (Initialized)
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return false;
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_stateEnable = stateEnable;
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OnStateEnableAssigned?.Invoke(this);
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return true;
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}
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public bool Unassign()
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{
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if (Initialized)
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return false;
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_stateEnable = null!;
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OnUnassigned?.Invoke(this);
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return true;
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}
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public void Update(EngineTime time)
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@ -6,19 +6,14 @@ using Syntriax.Engine.Core.Exceptions;
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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 GameObject : IGameObject
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public class GameObject : BaseEntity, IGameObject
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{
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public Action<IAssignableStateEnable>? OnStateEnableAssigned { get; set; } = null;
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public Action<IAssignableTransform>? OnTransformAssigned { get; set; } = null;
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public Action<IAssignable>? OnUnassigned { get; set; } = null;
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public Action<IAssignableBehaviourController>? OnBehaviourControllerAssigned { get; set; } = null;
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public Action<IAssignableGameManager>? OnGameManagerAssigned { get; set; } = null;
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public Action<IEntity>? OnNameChanged { get; set; } = null;
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public Action<IInitialize>? OnInitialized { get; set; } = null;
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public Action<IInitialize>? OnFinalized { get; set; } = null;
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public Action<IGameObject>? OnUpdated { get; set; } = null;
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@ -28,29 +23,11 @@ public class GameObject : IGameObject
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private IGameManager _gameManager = null!;
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private string _name = nameof(GameObject);
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private bool _initialized = false;
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public ITransform Transform => _transform;
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public IBehaviourController BehaviourController => _behaviourController;
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public IStateEnable StateEnable => _stateEnable;
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public IGameManager GameManager => _gameManager;
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public bool Initialized
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{
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get => _initialized;
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private set
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{
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if (value == _initialized)
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return;
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_initialized = value;
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if (value)
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OnInitialized?.Invoke(this);
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else
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OnFinalized?.Invoke(this);
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}
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}
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public string Name
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{
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get => _name;
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@ -63,18 +40,14 @@ public class GameObject : IGameObject
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}
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}
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public bool Initialize()
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protected override void InitializeInternal()
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{
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if (Initialized)
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return false;
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base.InitializeInternal();
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NotAssignedException.Check(this, _transform);
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NotAssignedException.Check(this, _behaviourController);
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NotAssignedException.Check(this, _stateEnable);
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NotAssignedException.Check(this, _gameManager);
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Initialized = true;
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return true;
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}
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public void Update()
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@ -85,29 +58,12 @@ public class GameObject : IGameObject
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OnUpdated?.Invoke(this);
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}
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public bool Finalize()
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protected override void FinalizeInternal()
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{
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if (!Initialized)
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return false;
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base.FinalizeInternal();
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System.Threading.Tasks.Parallel.ForEach(
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_behaviourController.GetBehaviours<IBehaviour>(),
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behaviour => behaviour.Finalize()
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);
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Initialized = false;
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return true;
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}
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public bool Assign(IStateEnable stateEnable)
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{
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if (Initialized)
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return false;
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_stateEnable = stateEnable;
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OnStateEnableAssigned?.Invoke(this);
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return true;
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foreach (IBehaviour behaviour in _behaviourController.GetBehaviours<IBehaviour>())
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behaviour.Finalize();
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}
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public bool Assign(ITransform transform)
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@ -140,18 +96,14 @@ public class GameObject : IGameObject
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return true;
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}
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public bool Unassign()
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protected override void UnassignInternal()
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{
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if (Initialized)
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return false;
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base.UnassignInternal();
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_stateEnable = null!;
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_transform = null!;
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_behaviourController = null!;
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_gameManager = null!;
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OnUnassigned?.Invoke(this);
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return true;
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}
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public GameObject() { OnBehaviourControllerAssigned += ConnectBehaviourController; }
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