refactor: draw & update managers to use active & sorted by priority collector
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@ -3,9 +3,11 @@ namespace Syntriax.Engine.Core;
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public class DrawManager : UniverseObject
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{
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private readonly BehaviourCollector<IPreDraw> preDrawEntities = new();
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private readonly BehaviourCollector<IDraw> drawEntities = new();
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private readonly BehaviourCollector<IPostDraw> postDrawEntities = new();
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private static System.Comparison<IBehaviour> SortByPriority() => (x, y) => y.Priority.CompareTo(x.Priority);
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private readonly ActiveBehaviourCollectorSorted<IPreDraw> preDrawEntities = new() { SortBy = SortByPriority() };
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private readonly ActiveBehaviourCollectorSorted<IDraw> drawEntities = new() { SortBy = SortByPriority() };
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private readonly ActiveBehaviourCollectorSorted<IPostDraw> postDrawEntities = new() { SortBy = SortByPriority() };
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private void OnPreDraw(IUniverse sender)
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{
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@ -5,10 +5,12 @@ namespace Syntriax.Engine.Core;
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public class UpdateManager : UniverseObject
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{
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private readonly BehaviourCollector<IFirstFrameUpdate> firstFrameUpdates = new();
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private readonly BehaviourCollector<IPreUpdate> preUpdateEntities = new();
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private readonly BehaviourCollector<IUpdate> updateEntities = new();
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private readonly BehaviourCollector<IPostUpdate> postUpdateEntities = new();
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private static System.Comparison<IBehaviour> SortByPriority() => (x, y) => y.Priority.CompareTo(x.Priority);
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private readonly ActiveBehaviourCollectorSorted<IFirstFrameUpdate> firstFrameUpdates = new() { SortBy = SortByPriority() };
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private readonly ActiveBehaviourCollectorSorted<IPreUpdate> preUpdateEntities = new() { SortBy = SortByPriority() };
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private readonly ActiveBehaviourCollectorSorted<IUpdate> updateEntities = new() { SortBy = SortByPriority() };
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private readonly ActiveBehaviourCollectorSorted<IPostUpdate> postUpdateEntities = new() { SortBy = SortByPriority() };
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private readonly List<IFirstFrameUpdate> toCallFirstFrameUpdates = [];
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