refactor: update & draw calls have been refactored into systems
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69
Engine.Core/Systems/UpdateManager.cs
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69
Engine.Core/Systems/UpdateManager.cs
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using System.Collections.Generic;
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namespace Syntriax.Engine.Core;
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public class UpdateManager : UniverseObject
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{
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private readonly BehaviourCollector<IFirstFrameUpdate> firstFrameUpdates = new();
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private readonly BehaviourCollector<IPreUpdate> preUpdateEntities = new();
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private readonly BehaviourCollector<IUpdate> updateEntities = new();
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private readonly BehaviourCollector<IPostUpdate> postUpdateEntities = new();
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private readonly List<IFirstFrameUpdate> toCallFirstFrameUpdates = [];
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protected override void OnEnteringUniverse(IUniverse universe)
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{
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firstFrameUpdates.Assign(universe);
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preUpdateEntities.Assign(universe);
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updateEntities.Assign(universe);
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postUpdateEntities.Assign(universe);
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universe.OnPreUpdate += OnPreUpdate;
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universe.OnUpdate += OnUpdate;
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universe.OnPostUpdate += OnPostUpdate;
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}
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protected override void OnExitingUniverse(IUniverse universe)
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{
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firstFrameUpdates.Unassign();
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preUpdateEntities.Unassign();
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updateEntities.Unassign();
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postUpdateEntities.Unassign();
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universe.OnPreUpdate -= OnPreUpdate;
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universe.OnUpdate -= OnUpdate;
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universe.OnPostUpdate -= OnPostUpdate;
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}
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private void OnPreUpdate(IUniverse sender, UniverseTime engineTime)
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{
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for (int i = toCallFirstFrameUpdates.Count - 1; i >= 0; i--)
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toCallFirstFrameUpdates[i].FirstActiveFrame();
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for (int i = preUpdateEntities.Behaviours.Count - 1; i >= 0; i--)
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preUpdateEntities.Behaviours[i].PreUpdate();
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}
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private void OnUpdate(IUniverse sender, UniverseTime engineTime)
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{
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for (int i = updateEntities.Behaviours.Count - 1; i >= 0; i--)
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updateEntities.Behaviours[i].Update();
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}
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private void OnPostUpdate(IUniverse sender, UniverseTime engineTime)
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{
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for (int i = postUpdateEntities.Behaviours.Count - 1; i >= 0; i--)
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postUpdateEntities.Behaviours[i].PostUpdate();
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}
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private void OnFirstFrameCollected(IBehaviourCollector<IFirstFrameUpdate> sender, IFirstFrameUpdate behaviourCollected)
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{
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toCallFirstFrameUpdates.Add(behaviourCollected);
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}
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public UpdateManager()
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{
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firstFrameUpdates.OnCollected += OnFirstFrameCollected;
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}
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}
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