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82
Awperative/Kernel/Scripting/Components/Component.cs
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82
Awperative/Kernel/Scripting/Components/Component.cs
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using Microsoft.Xna.Framework;
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namespace Gravity.Kernel;
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public abstract class Component
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{
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public Scene scene;
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public Body body;
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public bool Enabled = false;
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public bool EnforceSingleton = false;
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//0 = default highest priority called first, lowest priority called last
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//todo: add optional parameter for priority at creation
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public int Priority {
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get => _priority;
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set { _priority = value; body.RecompileComponentOrder(); }
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} private int _priority = 0;
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protected Transform transform => body.transform;
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protected Body AddBody() => scene.AddBody();
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protected Body AddBody(Transform __transform) => scene.AddBody(__transform);
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protected Body GetBody(string __tag) => scene.GetBody(__tag);
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protected Body[] GetBodies(string __tag) => scene.GetBodies(__tag);
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protected void DestroyBody(Body __body) => scene.DestroyBody(__body);
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public Generic AddBehavior<Generic>() where Generic : Behavior => scene.AddBehavior<Generic>();
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public Generic AddBehavior<Generic>(object[] __args) where Generic : Behavior => scene.AddBehavior<Generic>(__args);
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public Generic GetBehavior<Generic>() where Generic : Behavior => scene.GetBehavior<Generic>();
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public Generic[] GetBehaviors<Generic>() where Generic : Behavior => scene.GetBehaviors<Generic>();
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public void RemoveBehavior<Generic>() where Generic : Behavior => scene.RemoveBehavior<Generic>();
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public Generic AddComponent<Generic>() where Generic : Component => body.AddComponent<Generic>();
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public Generic AddComponent<Generic>(object[] __args) where Generic : Component => body.AddComponent<Generic>(__args);
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public Generic GetComponent<Generic>() where Generic : Component => body.GetComponent<Generic>();
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public Generic[] GetComponents<Generic>() where Generic : Component => body.GetComponents<Generic>();
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public void RemoveComponent<Generic>() where Generic : Component => body.RemoveComponent<Generic>();
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//GAME HAS JUST BEGUN/ended
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public virtual void Initialize() {}
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public virtual void Terminate() {}
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//WE ARE LOADING STUFF
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public virtual void Load() {}
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//You know what these do
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public virtual void Update(GameTime __gameTime) {}
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public virtual void Draw(GameTime __gameTime) {}
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//component/body/scene is being created or destroyed
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public virtual void Create() {}
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public virtual void Destroy() {}
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//creation logic
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internal void Initiate(Body __body)
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{
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body = __body;
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scene = __body.scene;
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Create();
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}
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internal void End()
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{
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Destroy();
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}
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}
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