private void render(float deltaTime) { if (len > 0) { dispatching = true; SignalNode <float> t = firstNode; List <SignalNode <float> > temp = getSignalNodeList(); float now = Time.time; while (t != null) { if (t.active == NodeActiveState.Runing) { if (now > t.data) { Remove(t.action); t.action(t.data); } } temp.Add(t); t = t.next; } dispatching = false; int l = temp.Count; for (int i = 0; i < l; i++) { SignalNode <float> item = temp[i]; if (item.active == NodeActiveState.TodoDelete) { _remove(item, item.action); } else if (item.active == NodeActiveState.TodoAdd) { item.active = NodeActiveState.Runing; } } recycle(temp); } else { TickManager.Remove(render); } }
public void dispatch(T e) { if (len > 0) { dispatching = true; SignalNode <T> t = firstNode; List <SignalNode <T> > temp = getSignalNodeList(); while (t != null) { if (t.active == NodeActiveState.Runing) { t.action(e); } temp.Add(t); t = t.next; } dispatching = false; int l = temp.Count; for (int i = 0; i < l; i++) { SignalNode <T> item = temp[i]; if (item.active == NodeActiveState.TodoDelete) { _remove(item, item.action); } else if (item.active == NodeActiveState.TodoAdd) { item.active = NodeActiveState.Runing; } } recycle(temp); } }