fix: first frame updates not calling first, they are now set to be a high priority
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a4b83679b1
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@ -1,3 +1,4 @@
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using System;
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using System.Collections.Generic;
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namespace Engine.Core;
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@ -23,6 +24,7 @@ public class UpdateManager : Behaviour
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updateEntities.Assign(universe);
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postUpdateEntities.Assign(universe);
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universe.OnPreUpdate.AddListener(OnFirstUpdate, int.MaxValue);
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universe.OnPreUpdate.AddListener(OnPreUpdate);
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universe.OnUpdate.AddListener(OnUpdate);
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universe.OnPostUpdate.AddListener(OnPostUpdate);
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@ -36,19 +38,23 @@ public class UpdateManager : Behaviour
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updateEntities.Unassign();
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postUpdateEntities.Unassign();
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universe.OnPreUpdate.RemoveListener(OnFirstUpdate);
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universe.OnPreUpdate.RemoveListener(OnPreUpdate);
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universe.OnUpdate.RemoveListener(OnUpdate);
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universe.OnPostUpdate.RemoveListener(OnPostUpdate);
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}
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private void OnPreUpdate(IUniverse sender, IUniverse.UpdateArguments args)
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private void OnFirstUpdate(IUniverse sender, IUniverse.UpdateArguments args)
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{
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for (int i = toCallFirstFrameUpdates.Count - 1; i >= 0; i--)
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{
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toCallFirstFrameUpdates[i].FirstActiveFrame();
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toCallFirstFrameUpdates.RemoveAt(i);
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}
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}
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private void OnPreUpdate(IUniverse sender, IUniverse.UpdateArguments args)
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{
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for (int i = preUpdateEntities.Count - 1; i >= 0; i--)
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preUpdateEntities[i].PreUpdate();
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}
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