public static void ProcessFunctionToObjects(ProcessingFunction func, string name, TargetObject to) { if (IsValidArgs(name) == false) { return; } List <GameObject> list = poolDic[name].objectList; int count = 0; int startIndex = 0; if (to == TargetObject.ACTIVE_ONLY) { count = poolDic[name].ActiveCount; startIndex = poolDic[name].InActiveCount; } else if (to == TargetObject.INACTIVE_ONLY) { count = poolDic[name].InActiveCount; } else { count = poolDic[name].ActiveCount + poolDic[name].InActiveCount; } for (int i = startIndex; i < startIndex + count; ++i) { func(list[i]); } }
public static void ProcessFunctionToObjects(ProcessingFunction func, string name, TargetObject to) { if (IsValidArgs(name) == false) return; List<GameObject> list = poolDic[name].objectList; int count = 0; int startIndex = 0; if (to == TargetObject.ACTIVE_ONLY) { count = poolDic[name].ActiveCount; startIndex = poolDic[name].InActiveCount; } else if (to == TargetObject.INACTIVE_ONLY) count = poolDic[name].InActiveCount; else count = poolDic[name].ActiveCount + poolDic[name].InActiveCount; for (int i = startIndex; i < startIndex + count; ++i) { func(list[i]); } }
public override void Init() { base.Init(); //_firstRun = true; _postProcessingBuffer.Clear(); _thresholdSet = recordingConfig.thresholdSet; _movingWindow = new double[windowLength, recordingConfig.nChannels]; _movingWindowStart = 0; _processingFunction = new ProcessingFunction(GetRMS); _dataMonitor = new BlockingCollection<object>(); }