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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@@ -4,11 +4,11 @@ namespace Syntriax.Engine.Systems.Time;
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public class StopwatchBehaviour : Behaviour, IStopwatch
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{
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public event IReadOnlyStopwatch.StopwatchEventHandler? OnStarted = null;
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public event IReadOnlyStopwatch.StopwatchDeltaEventHandler? OnDelta = null;
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public event IReadOnlyStopwatch.StopwatchEventHandler? OnStopped = null;
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public event IReadOnlyStopwatch.StopwatchEventHandler? OnPaused = null;
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public event IReadOnlyStopwatch.StopwatchEventHandler? OnResumed = null;
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public Event<IReadOnlyStopwatch> OnStarted { get; } = new();
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public Event<IReadOnlyStopwatch, IReadOnlyStopwatch.StopwatchDeltaArguments> OnDelta { get; } = new();
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public Event<IReadOnlyStopwatch> OnStopped { get; } = new();
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public Event<IReadOnlyStopwatch> OnPaused { get; } = new();
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public Event<IReadOnlyStopwatch> OnResumed { get; } = new();
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public double Time { get; protected set; } = 0f;
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public TimerState State { get; protected set; } = TimerState.Idle;
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@@ -46,7 +46,7 @@ public class StopwatchBehaviour : Behaviour, IStopwatch
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double delta = Universe.Time.DeltaSpan.TotalSeconds;
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Time += delta;
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OnDelta?.Invoke(this, delta);
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OnDelta?.Invoke(this, new(delta));
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}
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protected override void OnEnteredUniverse(IUniverse universe)
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