perf: memory allocations reduced on universe update
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@@ -131,9 +131,10 @@ public class Universe : BaseEntity, IUniverse
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UnscaledTime = engineTime;
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Time = new(TimeSpan.FromTicks((long)(Time.TimeSinceStart.Ticks + engineTime.DeltaSpan.Ticks * TimeScale)), TimeSpan.FromTicks((long)(engineTime.DeltaSpan.Ticks * TimeScale)));
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OnPreUpdate?.Invoke(this, new(Time));
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OnUpdate?.Invoke(this, new(Time));
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OnPostUpdate?.Invoke(this, new(Time));
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IUniverse.UpdateArguments args = new(Time);
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OnPreUpdate?.Invoke(this, args);
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OnUpdate?.Invoke(this, args);
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OnPostUpdate?.Invoke(this, args);
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}
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public void Draw()
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@@ -2,7 +2,7 @@ using System;
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namespace Engine.Core;
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public readonly struct UniverseTime(TimeSpan TimeSinceStart, TimeSpan TimeDelta)
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public readonly record struct UniverseTime(TimeSpan TimeSinceStart, TimeSpan TimeDelta)
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{
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public readonly TimeSpan TimeSinceStart = TimeSinceStart;
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public readonly TimeSpan DeltaSpan = TimeDelta;
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