refactor: Renamed Behaviour to BehaviourBase & BehaviourOverride to Behaviour
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59
Engine.Core/BehaviourBase.cs
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59
Engine.Core/BehaviourBase.cs
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using Syntriax.Engine.Core.Abstract;
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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 BehaviourBase : BaseEntity, IBehaviour
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{
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public event IAssignableBehaviourController.OnBehaviourControllerAssignedDelegate? OnBehaviourControllerAssigned = null;
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public event IBehaviour.OnPriorityChangedDelegate? 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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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, previousPriority);
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}
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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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return false;
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_behaviourController = behaviourController;
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OnBehaviourControllerAssigned?.Invoke(this);
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return true;
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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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_behaviourController = null!;
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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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NotAssignedException.Check(this, _behaviourController);
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NotAssignedException.Check(this, StateEnable);
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}
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}
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