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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@@ -5,9 +5,17 @@ namespace Syntriax.Engine.Systems.StateMachine;
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public class StateMachine : Behaviour
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{
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public event StateChangedEventHandler? OnStateChanged = null;
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public Event<StateMachine, StateChangedArguments> OnStateChanged { get; } = new();
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private readonly Event<IState, IState.StateTransitionReadyArguments>.EventHandler delegateOnStateTransitionReady = null!;
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private IState _state = new State();
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public StateMachine()
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{
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delegateOnStateTransitionReady = OnStateTransitionReady;
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}
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[Serialize]
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public IState State
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{
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@@ -18,20 +26,20 @@ public class StateMachine : Behaviour
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return;
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IState previousState = _state;
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previousState.OnStateTransitionReady -= OnStateTransitionReady;
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previousState.OnStateTransitionReady.RemoveListener(delegateOnStateTransitionReady);
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_state = value;
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previousState.TransitionFrom(value);
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value.TransitionTo(_state);
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OnStateChanged?.Invoke(this, previousState, value);
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OnStateChanged?.Invoke(this, new(value, previousState));
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value.OnStateTransitionReady += OnStateTransitionReady;
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value.OnStateTransitionReady.AddListener(delegateOnStateTransitionReady);
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}
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}
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private void OnStateTransitionReady(IState sender, IState toState)
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private void OnStateTransitionReady(IState sender, IState.StateTransitionReadyArguments args)
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{
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State = toState;
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State = args.ToState;
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while (State.GetNextState() is IState nextState)
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State = nextState;
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}
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@@ -47,5 +55,5 @@ public class StateMachine : Behaviour
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State.Update();
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}
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public delegate void StateChangedEventHandler(StateMachine sender, IState previousState, IState newState);
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public readonly record struct StateChangedArguments(IState CurrentState, IState PreviousState);
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}
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