perf!: events refactored throughout all the project to use Event<> class
All delegate events are refactored to use the Event<TSender> and Event<TSender, TArgument> for performance issues regarding delegate events creating garbage, also this gives us better control on event invocation since C# Delegates did also create unnecessary garbage during Delegate.DynamicInvoke
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@@ -10,17 +10,17 @@ public interface ICollider2D : IBehaviour
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/// <summary>
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/// Event triggered when a collision is detected.
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/// </summary>
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event CollisionDetectedEventHandler? OnCollisionDetected;
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Event<ICollider2D, CollisionDetectionInformation> OnCollisionDetected { get; }
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/// <summary>
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/// Event triggered when a collision is resolved.
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/// </summary>
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event CollisionResolvedEventHandler? OnCollisionResolved;
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Event<ICollider2D, CollisionDetectionInformation> OnCollisionResolved { get; }
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/// <summary>
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/// Event triggered when another <see cref="ICollider2D"/> triggers this <see cref="ICollider2D"/>.
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/// </summary>
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event TriggeredEventHandler? OnTriggered;
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Event<ICollider2D, ICollider2D> OnTriggered { get; }
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/// <inheritdoc cref="ITransform2D" />
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ITransform2D Transform { get; }
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@@ -44,7 +44,7 @@ public interface ICollider2D : IBehaviour
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void Resolve(CollisionDetectionInformation collisionDetectionInformation);
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void Trigger(ICollider2D initiator);
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delegate void CollisionDetectedEventHandler(ICollider2D sender, CollisionDetectionInformation collisionDetectionInformation);
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delegate void CollisionResolvedEventHandler(ICollider2D sender, CollisionDetectionInformation collisionDetectionInformation);
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delegate void TriggeredEventHandler(ICollider2D sender, ICollider2D initiatorCollider);
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readonly record struct CollisionDetectedArguments(ICollider2D sender, CollisionDetectionInformation collisionDetectionInformation);
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readonly record struct CollisionResolvedArguments(ICollider2D sender, CollisionDetectionInformation collisionDetectionInformation);
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readonly record struct TriggeredArguments(ICollider2D sender, ICollider2D initiatorCollider);
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}
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@@ -1,3 +1,5 @@
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using Syntriax.Engine.Core;
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namespace Syntriax.Engine.Physics2D;
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/// <summary>
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@@ -8,12 +10,12 @@ public interface IPhysicsEngine2D
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/// <summary>
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/// Event triggered when the <see cref="IPhysicsEngine2D"/> has done a single physics iteration.
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/// </summary>
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event PhysicsIterationEventHandler? OnPhysicsIteration;
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Event<IPhysicsEngine2D, float> OnPhysicsIteration { get; }
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/// <summary>
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/// Event triggered when the <see cref="IPhysicsEngine2D"/> has done a full physics step/>.
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/// </summary>
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event PhysicsStepEventHandler? OnPhysicsStep;
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Event<IPhysicsEngine2D, float> OnPhysicsStep { get; }
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/// <summary>
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/// The number of iterations the <see cref="IPhysicsEngine2D"/> performs per step.
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@@ -33,6 +35,6 @@ public interface IPhysicsEngine2D
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/// <param name="deltaTime">The time step.</param>
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void StepIndividual(IRigidBody2D rigidBody, float deltaTime);
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delegate void PhysicsIterationEventHandler(IPhysicsEngine2D sender, float iterationDeltaTime);
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delegate void PhysicsStepEventHandler(IPhysicsEngine2D sender, float stepDeltaTime);
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readonly record struct PhysicsIterationArguments(IPhysicsEngine2D sender, float iterationDeltaTime);
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readonly record struct PhysicsStepArguments(IPhysicsEngine2D sender, float stepDeltaTime);
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}
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