using System.Collections.Generic;
using Microsoft.Xna.Framework;
namespace Awperative;
///
/// The lowest level scripting class in Awperative. Components are scene level and provide access to all scene level methods, can be applied to any docker and inherited
/// Sadly component does not have excessive access to specific types.
/// Anything that inherits Component is built to work in any DockerEntity, which leads to generic
/// Assumptions. If you want to make a body specific or scene specific component both classes are available.
///
public abstract partial class Component : Container
{
///
/// Current parent of the Behavior. Can be either Scene or another Behavior.
///
internal Container Container;
///
/// Identifiers for Behaviors.
///
public HashSet Tags;
///
/// Order for when Behaviors are called on. Only applies between Components on the same Docker.
///
public int Priority;
///
/// To be called when the Behavior is created.
///
/// Docker that this spawned in this Behavior
internal void Initiate(Container __parent) {
Container = __parent;
Create();
}
///
/// Called when the Game is Closing; does not always happen depending on if it is Force Closed.
///
protected internal virtual void Unload() {}
///
/// Called when the Game is Loading.
///
protected internal virtual void Load() {}
///
/// Called every frame before Draw, it is recommended to do any Non-Drawing update logic here.
///
protected internal virtual void Update() {}
///
/// Called after Update when the screen is being drawn. Please only put Drawing related logic here.
///
protected internal virtual void Draw() {}
///
/// Called when the Component is created.
///
protected internal virtual void Create() {}
///
/// Called when the Component is destroyed. Not called when the Game is closed.
///
protected internal virtual void Destroy() {}
}