fix: first frame updates not calling first, they are now set to be a high priority

This commit is contained in:
Syntriax 2025-08-09 22:29:44 +03:00
parent a4b83679b1
commit cf68f6ca6f

View File

@ -1,3 +1,4 @@
using System;
using System.Collections.Generic;
namespace Engine.Core;
@ -23,6 +24,7 @@ public class UpdateManager : Behaviour
updateEntities.Assign(universe);
postUpdateEntities.Assign(universe);
universe.OnPreUpdate.AddListener(OnFirstUpdate, int.MaxValue);
universe.OnPreUpdate.AddListener(OnPreUpdate);
universe.OnUpdate.AddListener(OnUpdate);
universe.OnPostUpdate.AddListener(OnPostUpdate);
@ -36,19 +38,23 @@ public class UpdateManager : Behaviour
updateEntities.Unassign();
postUpdateEntities.Unassign();
universe.OnPreUpdate.RemoveListener(OnFirstUpdate);
universe.OnPreUpdate.RemoveListener(OnPreUpdate);
universe.OnUpdate.RemoveListener(OnUpdate);
universe.OnPostUpdate.RemoveListener(OnPostUpdate);
}
private void OnPreUpdate(IUniverse sender, IUniverse.UpdateArguments args)
private void OnFirstUpdate(IUniverse sender, IUniverse.UpdateArguments args)
{
for (int i = toCallFirstFrameUpdates.Count - 1; i >= 0; i--)
{
toCallFirstFrameUpdates[i].FirstActiveFrame();
toCallFirstFrameUpdates.RemoveAt(i);
}
}
private void OnPreUpdate(IUniverse sender, IUniverse.UpdateArguments args)
{
for (int i = preUpdateEntities.Count - 1; i >= 0; i--)
preUpdateEntities[i].PreUpdate();
}