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38 lines
1.3 KiB
C#
38 lines
1.3 KiB
C#
namespace GlitchyEngine.Core;
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/// <summary>
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/// The base class for all classes that represent something that belongs to the engine (Entities, Components and Assets).
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/// </summary>
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public abstract class EngineObject
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{
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protected internal UUID _uuid;
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/// <summary>
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/// UUID (Universally Unique Identifier) used for identifying the object in the engine.
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/// </summary>
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public UUID UUID => _uuid;
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/// <summary>
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/// Empty constructor not used. Do NOT USE!
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/// </summary>
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protected EngineObject() { }
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/// <summary>
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/// Creates a new EngineObject with the given ID.
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/// </summary>
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/// <param name="uuid">UUID of the object.</param>
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internal EngineObject(UUID uuid)
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{
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_uuid = uuid;
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}
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/// <summary>Determines whether the specified <see cref="EngineObject"/> is equal to the current <see cref="EngineObject"/>.</summary>
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/// <param name="other">The object to compare with the current object.</param>
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/// <returns>true if the specified object is equal to the current object; otherwise, false.</returns>
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public bool Equals(EngineObject other)
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{
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// TODO: Are we really only interested in what equates to reference equality on the engine side?
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return _uuid == other._uuid;
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}
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}
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