chore: standalone physics engine not having pooled lists fixed
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@ -21,6 +21,12 @@ public class PhysicsEngine2DStandalone : IPhysicsEngine2D
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private readonly ICollisionResolver2D collisionResolver = null!;
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private readonly IRaycastResolver2D raycastResolver = null!;
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private readonly ListPool<ICollider2D> colliderPool = new(() => new(32));
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private readonly ListPool<IPrePhysicsUpdate> prePhysicsUpdatePool = new(() => new(32));
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private readonly ListPool<IPhysicsUpdate> physicsUpdatePool = new(() => new(32));
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private readonly ListPool<IPhysicsIteration> physicsIterationPool = new(() => new(32));
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private readonly ListPool<IPostPhysicsUpdate> postPhysicsUpdatePool = new(() => new(32));
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public int IterationPerStep { get => _iterationCount; set => _iterationCount = value < 1 ? 1 : value; }
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public void AddRigidBody(IRigidBody2D rigidBody)
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@ -112,11 +118,11 @@ public class PhysicsEngine2DStandalone : IPhysicsEngine2D
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{
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float intervalDeltaTime = deltaTime / IterationPerStep;
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List<ICollider2D> childColliders = [];
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List<IPrePhysicsUpdate> physicsPreUpdates = [];
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List<IPhysicsUpdate> physicsUpdates = [];
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List<IPhysicsIteration> physicsIterations = [];
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List<IPostPhysicsUpdate> physicsPostUpdates = [];
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List<ICollider2D> childColliders = colliderPool.Get();
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List<IPrePhysicsUpdate> physicsPreUpdates = prePhysicsUpdatePool.Get();
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List<IPhysicsUpdate> physicsUpdates = physicsUpdatePool.Get();
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List<IPhysicsIteration> physicsIterations = physicsIterationPool.Get();
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List<IPostPhysicsUpdate> physicsPostUpdates = postPhysicsUpdatePool.Get();
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rigidBody.BehaviourController.GetBehavioursInChildren(childColliders);
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rigidBody.BehaviourController.GetBehavioursInChildren(physicsPreUpdates);
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@ -160,6 +166,12 @@ public class PhysicsEngine2DStandalone : IPhysicsEngine2D
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for (int i = physicsPostUpdates.Count - 1; i >= 0; i--)
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physicsPostUpdates[i].PostPhysicsUpdate(deltaTime);
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colliderPool.Return(childColliders);
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prePhysicsUpdatePool.Return(physicsPreUpdates);
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physicsUpdatePool.Return(physicsUpdates);
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physicsIterationPool.Return(physicsIterations);
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postPhysicsUpdatePool.Return(physicsPostUpdates);
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}
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private void ResolveColliders(ICollider2D colliderX, ICollider2D colliderY)
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