add from giga-device, new branch added
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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// file="IEntity.cs"
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// Project: StgSharp
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// AuthorGroup: Nitload Space
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// Copyright (c) Nitload Space. All rights reserved.
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//
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// Permission is hereby granted, free of charge, to any person
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// obtaining a copy of this software and associated documentation
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// files (the “Software”), to deal in the Software without restriction,
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// including without limitation the rights to use, copy, modify, merge,
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// publish, distribute, sublicense, and/or sell copies of the Software,
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// and to permit persons to whom the Software is furnished to do so,
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// subject to the following conditions:
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//
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// The above copyright notice and
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// this permission notice shall be included in all copies
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// or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED “AS IS”,
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// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
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// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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// ARISING FROM, OUT OF OR IN CONNECTION WITH
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// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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//
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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using StgSharp.Geometries;
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using StgSharp.Mathematics;
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using System;
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using System.Collections.Generic;
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namespace StgSharp
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{
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public abstract class IEntity
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{
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protected uint _bornTick;
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internal Func<int, Vec3> _movHandler;
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internal LinkedList<PlainGeometry> _collisionBox;
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internal PlainGeometryCollisionSensor<PlainGeometry, PlainGeometry> _collisionSensor;
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internal Point _basePoint;
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internal Point _pos;
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internal Point _position;
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internal string _texture;
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/// <summary>
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/// X position of an enenmy entity
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/// </summary>
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public float X { get; set; }
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/// <summary>
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/// Y position of an enemy entity
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/// </summary>
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public float Y { get; set; }
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public LinkedList<PlainGeometry> CollisionBox
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{
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get => _collisionBox;
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set => _collisionBox = value;
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}
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/// <summary>
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/// A sensor used for checking out if a bullet hit a player or something else
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/// </summary>
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public PlainGeometryCollisionSensor<PlainGeometry, PlainGeometry> CollisionSensor
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{
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get => _collisionSensor;
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set => _collisionSensor = value;
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}
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public string TextureGL { get; set; }
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/// <summary>
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/// A 2D vector presenting the position of an enemy entity, position can also be visited
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/// by X, Y
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/// </summary>
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public Vec2 Location { get; }
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public abstract void OnRenderFrame();
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public void SetLocation( Point p )
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{
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_pos = p;
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}
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}
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}
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