Close we are CLOSE
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@@ -14,43 +14,80 @@ namespace Awperative;
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/// </summary>
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public abstract partial class Behavior : Docker
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{
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public Scene Scene;
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public Behavior Parent = null;
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//todo tags and order
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internal void Initiate(Scene __scene, Docker __parent) {
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Scene = __scene;
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if (__parent is Behavior behavior) Parent = behavior;
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/// <summary>
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/// Current parent of the Behavior. Can be either Scene or another Behavior.
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/// </summary>
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internal Docker Docker;
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/// <summary>
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/// Identifiers for Behaviors.
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/// </summary>
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public List<string> Tags;
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/// <summary>
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/// Order for when Behaviors are called on. Only applies between Components on the same Docker.
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/// </summary>
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public int Priority;
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/// <summary>
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/// To be called when the Behavior is created.
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/// </summary>
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/// <param name="__parent"> Docker that this spawned in this Behavior</param>
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internal void Initiate(Docker __parent) {
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Docker = __parent;
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Create();
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}
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internal void End() {
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Destroy();
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}
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/// <summary>
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/// Called when the Game is Closing; does not always happen depending on if it is Force Closed.
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/// </summary>
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protected internal virtual void Unload() {}
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/// <summary>
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/// Called when the Game is Loading.
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/// </summary>
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protected internal virtual void Load() {}
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//You know what these do
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protected internal virtual void Update(GameTime __gameTime) {}
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protected internal virtual void Draw(GameTime __gameTime) {}
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//component/body/scene is being created or destroyed
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/// <summary>
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/// Called every frame before Draw, it is recommended to do any Non-Drawing update logic here.
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/// </summary>
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protected internal virtual void Update() {}
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/// <summary>
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/// Called after Update when the screen is being drawn. Please only put Drawing related logic here.
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/// </summary>
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protected internal virtual void Draw() {}
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/// <summary>
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/// Called when the Component is created.
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/// </summary>
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protected internal virtual void Create() {}
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/// <summary>
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/// Called when the Component is destroyed. Not called when the Game is closed.
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/// </summary>
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protected internal virtual void Destroy() {}
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}
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