8293c58f9f
refactor: removed X.Abstract namespaces and moved StateMachine to under Systems namespace
2025-04-15 23:33:58 +03:00
70c884acfe
refactor!: renamed GameManager to Universe and HierarchyObject to UniverseObject
2025-04-13 21:57:05 +03:00
86b8cd9b55
feat!: GetRequiredBehaviour/HierarchyObject methods added for cleaner null handling
2025-04-13 12:52:27 +03:00
c135035d5b
chore: added default instantiate for hierarchy object factory
2025-04-11 20:02:02 +03:00
417ddca972
feat: IActive interface added for hierarchy active state
2025-04-01 13:22:14 +03:00
067bc51487
refactor: made factories static
2025-04-01 12:18:33 +03:00
b9ee1ec232
fix: unassigned fields on factories
2025-03-29 10:30:31 +03:00
4ec1a32db2
refactor!: IGameObject removed
2025-03-28 17:48:31 +03:00
f729cdc0a8
revert: refactor: ITransformWithGameObject
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This reverts commit f96c58cbd49f6612d44a138e294205576d26389f.
2024-02-07 11:45:14 +03:00
f96c58cbd4
refactor: ITransformWithGameObject
2024-02-06 17:38:11 +03:00
fed288859f
feat: IAssignableGameObject to ITransform
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I originally didn't want ITransform to have a reference to any IGameObject, since it didn't seem necessary to couple these two, and to make ITransform more flexible and reusable but without it we can't get a reference to the IGameObject(s) that's using that ITransform without doing some very stupid workarounds. I'll try to find a better way for this.
2024-02-06 17:32:39 +03:00
5fcf63c5a7
chore: Added Initial Engine Code
2023-11-23 23:54:19 +03:00