refactor: renamed behaviour collectors from sorted to ordered
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@@ -3,7 +3,7 @@ using System.Collections.Generic;
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namespace Engine.Core;
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public class ActiveBehaviourCollectorSorted<T> : ActiveBehaviourCollector<T> where T : class, IBehaviour
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public class ActiveBehaviourCollectorOrdered<T> : ActiveBehaviourCollector<T> where T : class, IBehaviour
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{
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private readonly Event<IBehaviour, IBehaviour.PriorityChangedArguments>.EventHandler delegateOnPriorityChanged = null!;
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@@ -53,15 +53,10 @@ public class ActiveBehaviourCollectorSorted<T> : ActiveBehaviourCollector<T> whe
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AddBehaviour(behaviour);
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}
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public ActiveBehaviourCollectorSorted()
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public ActiveBehaviourCollectorOrdered() => delegateOnPriorityChanged = OnPriorityChanged;
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public ActiveBehaviourCollectorOrdered(IUniverse universe, Comparison<T> sortBy) : base(universe)
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{
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delegateOnPriorityChanged = OnPriorityChanged;
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}
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public ActiveBehaviourCollectorSorted(IUniverse universe, Comparison<T> sortBy) : base(universe)
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{
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delegateOnPriorityChanged = OnPriorityChanged;
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SortBy = Comparer<T>.Create(sortBy);
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}
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}
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@@ -3,7 +3,7 @@ using System.Collections.Generic;
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namespace Engine.Core;
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public class BehaviourCollectorSorted<T> : BehaviourCollector<T> where T : class
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public class BehaviourCollectorOrdered<T> : BehaviourCollector<T> where T : class
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{
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private readonly Event<IBehaviour, IBehaviour.PriorityChangedArguments>.EventHandler delegateOnPriorityChanged = null!;
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@@ -53,15 +53,10 @@ public class BehaviourCollectorSorted<T> : BehaviourCollector<T> where T : class
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AddBehaviour(behaviour);
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}
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public BehaviourCollectorSorted()
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public BehaviourCollectorOrdered() => delegateOnPriorityChanged = OnPriorityChanged;
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public BehaviourCollectorOrdered(IUniverse universe, Comparison<T> sortBy) : base(universe)
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{
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delegateOnPriorityChanged = OnPriorityChanged;
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}
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public BehaviourCollectorSorted(IUniverse universe, Comparison<T> sortBy) : base(universe)
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{
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delegateOnPriorityChanged = OnPriorityChanged;
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SortBy = Comparer<T>.Create(sortBy);
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}
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}
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@@ -7,9 +7,9 @@ public class DrawManager : Behaviour
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// We use Descending order because draw calls are running from last to first
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private static Comparer<IBehaviour> SortByDescendingPriority() => Comparer<IBehaviour>.Create((x, y) => y.Priority.CompareTo(x.Priority));
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private readonly ActiveBehaviourCollectorSorted<IPreDraw> preDrawEntities = new() { SortBy = SortByDescendingPriority() };
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private readonly ActiveBehaviourCollectorSorted<IDraw> drawEntities = new() { SortBy = SortByDescendingPriority() };
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private readonly ActiveBehaviourCollectorSorted<IPostDraw> postDrawEntities = new() { SortBy = SortByDescendingPriority() };
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private readonly ActiveBehaviourCollectorOrdered<IPreDraw> preDrawEntities = new() { SortBy = SortByDescendingPriority() };
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private readonly ActiveBehaviourCollectorOrdered<IDraw> drawEntities = new() { SortBy = SortByDescendingPriority() };
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private readonly ActiveBehaviourCollectorOrdered<IPostDraw> postDrawEntities = new() { SortBy = SortByDescendingPriority() };
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private void OnPreDraw(IUniverse sender)
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{
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@@ -7,8 +7,8 @@ public class UniverseEntranceManager : Behaviour
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// We use Ascending order because we are using reverse for loop to call them
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private static Comparer<IBehaviour> SortByAscendingPriority() => Comparer<IBehaviour>.Create((x, y) => x.Priority.CompareTo(y.Priority));
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private readonly ActiveBehaviourCollectorSorted<IEnterUniverse> enterUniverses = new() { SortBy = SortByAscendingPriority() };
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private readonly ActiveBehaviourCollectorSorted<IExitUniverse> exitUniverses = new() { SortBy = SortByAscendingPriority() };
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private readonly ActiveBehaviourCollectorOrdered<IEnterUniverse> enterUniverses = new() { SortBy = SortByAscendingPriority() };
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private readonly ActiveBehaviourCollectorOrdered<IExitUniverse> exitUniverses = new() { SortBy = SortByAscendingPriority() };
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private readonly List<IEnterUniverse> toCallEnterUniverses = new(32);
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private readonly List<IExitUniverse> toCallExitUniverses = new(32);
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@@ -8,11 +8,11 @@ public class UpdateManager : Behaviour
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// We use Ascending order because we are using reverse for loop to call them
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private static Comparer<IBehaviour> SortByAscendingPriority() => Comparer<IBehaviour>.Create((x, y) => x.Priority.CompareTo(y.Priority));
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private readonly ActiveBehaviourCollectorSorted<IFirstFrameUpdate> firstFrameUpdates = new() { SortBy = SortByAscendingPriority() };
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private readonly ActiveBehaviourCollectorOrdered<IFirstFrameUpdate> firstFrameUpdates = new() { SortBy = SortByAscendingPriority() };
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private readonly ActiveBehaviourCollector<ILastFrameUpdate> lastFrameUpdates = new();
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private readonly ActiveBehaviourCollectorSorted<IPreUpdate> preUpdateEntities = new() { SortBy = SortByAscendingPriority() };
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private readonly ActiveBehaviourCollectorSorted<IUpdate> updateEntities = new() { SortBy = SortByAscendingPriority() };
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private readonly ActiveBehaviourCollectorSorted<IPostUpdate> postUpdateEntities = new() { SortBy = SortByAscendingPriority() };
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private readonly ActiveBehaviourCollectorOrdered<IPreUpdate> preUpdateEntities = new() { SortBy = SortByAscendingPriority() };
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private readonly ActiveBehaviourCollectorOrdered<IUpdate> updateEntities = new() { SortBy = SortByAscendingPriority() };
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private readonly ActiveBehaviourCollectorOrdered<IPostUpdate> postUpdateEntities = new() { SortBy = SortByAscendingPriority() };
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private readonly List<IFirstFrameUpdate> toCallFirstFrameUpdates = new(32);
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@@ -8,7 +8,7 @@ public class LoadContentManager : Behaviour, IFirstFrameUpdate
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// We use Ascending order because we are using reverse for loop to call them
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private static Comparer<IBehaviour> SortByAscendingPriority() => Comparer<IBehaviour>.Create((x, y) => x.Priority.CompareTo(y.Priority));
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private readonly ActiveBehaviourCollectorSorted<ILoadContent> loadContents = new() { SortBy = SortByAscendingPriority() };
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private readonly ActiveBehaviourCollectorOrdered<ILoadContent> loadContents = new() { SortBy = SortByAscendingPriority() };
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private readonly List<ILoadContent> toCallLoadContents = new(32);
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private MonoGameWindowContainer monoGameWindowContainer = null!;
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@@ -11,7 +11,7 @@ public class SpriteBatcher : BehaviourBase, IFirstFrameUpdate, IDraw
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private ISpriteBatch spriteBatch = null!;
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private MonoGameCamera2D camera2D = null!;
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private readonly ActiveBehaviourCollectorSorted<IDrawableSprite> drawableSprites = new() { SortBy = SortByPriority() };
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private readonly ActiveBehaviourCollectorOrdered<IDrawableSprite> drawableSprites = new() { SortBy = SortByPriority() };
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public void FirstActiveFrame()
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{
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@@ -12,7 +12,7 @@ public class TriangleBatcher : BehaviourBase, ITriangleBatch, IFirstFrameUpdate,
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private TriangleBatch triangleBatch = null!;
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private MonoGameCamera2D camera2D = null!;
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private readonly ActiveBehaviourCollectorSorted<IDrawableTriangle> drawableShapes = new() { SortBy = SortByAscendingPriority() };
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private readonly ActiveBehaviourCollectorOrdered<IDrawableTriangle> drawableShapes = new() { SortBy = SortByAscendingPriority() };
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public void FirstActiveFrame()
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{
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@@ -18,10 +18,10 @@ public class PhysicsEngine2D : Behaviour, IPreUpdate, IPhysicsEngine2D
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protected readonly IRaycastResolver2D raycastResolver = null!;
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private static Comparer<IBehaviour> SortByPriority() => Comparer<IBehaviour>.Create((x, y) => y.Priority.CompareTo(x.Priority));
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protected ActiveBehaviourCollectorSorted<IPrePhysicsUpdate> physicsPreUpdateCollector = new() { SortBy = SortByPriority() };
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protected ActiveBehaviourCollectorSorted<IPhysicsUpdate> physicsUpdateCollector = new() { SortBy = SortByPriority() };
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protected ActiveBehaviourCollectorSorted<IPhysicsIteration> physicsIterationCollector = new() { SortBy = SortByPriority() };
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protected ActiveBehaviourCollectorSorted<IPostPhysicsUpdate> physicsPostUpdateCollector = new() { SortBy = SortByPriority() };
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protected ActiveBehaviourCollectorOrdered<IPrePhysicsUpdate> physicsPreUpdateCollector = new() { SortBy = SortByPriority() };
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protected ActiveBehaviourCollectorOrdered<IPhysicsUpdate> physicsUpdateCollector = new() { SortBy = SortByPriority() };
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protected ActiveBehaviourCollectorOrdered<IPhysicsIteration> physicsIterationCollector = new() { SortBy = SortByPriority() };
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protected ActiveBehaviourCollectorOrdered<IPostPhysicsUpdate> physicsPostUpdateCollector = new() { SortBy = SortByPriority() };
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protected BehaviourCollector<IRigidBody2D> rigidBodyCollector = new();
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protected BehaviourCollector<ICollider2D> colliderCollector = new();
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