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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