refactor: renamed behaviour collectors from sorted to ordered
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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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