988a6f67f2
BREAKING CHANGE: renamed original Behaviour class to BehaviourInternal, and replaced it with BehaviourBase
...
Original Behaviour was using old methods for detecting entering/exiting universe,
they are now all under the same hood and the original is kept for UniverseEntranceManager
because it needs to enter the universe without itself. The internal behaviour kept under
a subnamespace of "Core.Internal" for the purpose that it might come in handy for other use cases.
2025-10-22 16:50:19 +03:00
3d183b21cd
BREAKING CHANGE: renamed namespace & assembly names
2025-08-05 19:41:35 +03:00
ac620264b1
refactor: removed unnecessary overrides from Behaviour class
2025-06-01 14:31:05 +03:00
efb7cc7452
refactor: moved behaviour shortcut properties to base
2025-06-01 14:18:25 +03:00
61e2761580
perf!: events refactored throughout all the project to use Event<> class
...
All delegate events are refactored to use the Event<TSender> and Event<TSender, TArgument> for performance issues regarding delegate events creating garbage, also this gives us better control on event invocation since C# Delegates did also create unnecessary garbage during Delegate.DynamicInvoke
2025-05-31 00:32:58 +03:00
e7bd924494
refactor: update & draw calls have been refactored into systems
2025-05-22 23:51:08 +03:00
c7aafd85bc
refactor: renamed assert helper and moved to Debug subfolder
2025-05-03 15:37:52 +03:00
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
dae72b11c5
refactor: renamed AssertHelpers namespace to Core.Debug
2025-04-13 19:12:34 +03:00
86b8cd9b55
feat!: GetRequiredBehaviour/HierarchyObject methods added for cleaner null handling
2025-04-13 12:52:27 +03:00
4ec1a32db2
refactor!: IGameObject removed
2025-03-28 17:48:31 +03:00
c0c48c7d51
refactor: IHierarchyObject Nullable IGameManager to Non-Nullable
...
Since in a typical use case of these classes they are already in the
hierarchy and it bloats the behaviour code with lots of null checks
2024-11-17 22:05:22 +03:00
4856800f5f
feat: Improved Entering & Exiting of Hierarchy Objects
2024-11-03 20:13:25 +03:00
cc44e1ea69
fix: OnEnterHierarchy Not Being Called Correctly
2024-11-03 19:58:57 +03:00
91aa26e15a
BREAKING CHANGE: Added IHierarchObject with Hierarchy Enter & Exit
2024-10-22 22:05:22 +03:00
e7c80871fe
refactor: Renamed Behaviour to BehaviourBase & BehaviourOverride to Behaviour
2024-09-30 12:18:51 +03:00
ef21cdf213
refactor: Actions to Delegates
2024-07-15 01:13:39 +03:00
dbb263ebed
feat: IEntity.Id & BaseEntity
2024-02-02 17:40:46 +03:00
1c7d941bc1
feat(core): IBehavior.IsActive
2024-01-28 14:56:50 +03:00
c1c1676b9a
feat: Behaviour DebuggerDisplay Displays Behaviour Type Name Now
2024-01-27 21:21:58 +03:00
7b47703ba0
refactor: DebuggerDisplays For Basic Types
2024-01-27 00:51:34 +03:00
d75bae802a
fix: UnAssign Problems
2023-11-24 17:20:43 +03:00
5a01b01215
feat: Added IAssignable.Unassign()
2023-11-24 17:03:21 +03:00
8a8c09f043
chore: Finalize Don't Set Fields to Null Anymore
2023-11-24 16:37:09 +03:00
5fcf63c5a7
chore: Added Initial Engine Code
2023-11-23 23:54:19 +03:00