private void forceTime(float now)
        {
            int total = 0;
            List <IAutoReleaseRef> clearList = new List <IAutoReleaseRef>();

            foreach (IAutoReleaseRef res in pool.Keys)
            {
                total++;
                if (now - pool[res] > TIMEOUT)
                {
                    clearList.Add(res);
                }
            }


            int len = clearList.Count;

            if (len > 0)
            {
                foreach (IAutoReleaseRef res in clearList)
                {
                    res.__dispose();
                    pool.Remove(res);
                }
            }

            if (pool.Count == 0)
            {
                TickManager.Remove(tick);
            }
        }
Example #2
0
        public void render(float deltaTime)
        {
            if (len < 1)
            {
                TickManager.Remove(render);
                return;
            }
            float now = Time.realtimeSinceStartup;
            float dis = now - pre;

            if (dis < delayTime - 0.016f)
            {
                return;
            }
            pre = now;

            dispatching = true;
            SignalNode <float> t = firstNode;

            List <SignalNode <float> > temp = GetSignalNodeList();

            while (t != null)
            {
                if (t.active == NodeActiveState.Runing)
                {
                    float delta = delayTime;
                    if (t.data != -1)
                    {
                        delta = t.data - pre;
                        if (delta < 0)
                        {
                            ___removeHandle(t.action);
                        }
                    }
                    t.action(delta);
                }
                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);
        }
Example #3
0
 public override void OnPointerUp(PointerEventData eventData)
 {
     isDown = false;
     if (mouseEnterEnabled)
     {
         TickManager.Remove(tick);
     }
     this.simpleDispatch(MouseEventX.MOUSE_UP, eventData);
     base.OnPointerUp(eventData);
 }
Example #4
0
        //private List<Action> tempHandle = new List<Action>();
        private void render(float deltaTime)
        {
            if (len > 0)
            {
                dispatching = true;
                ActionNode <float> t = firstNode;

                List <ActionNode <float> > temp = GetSignalNodeList();
                float now = Time.time;
                while (t != null)
                {
                    if (t.active == NodeActiveState.Runing)
                    {
                        if (now > t.data)
                        {
                            Remove(t.action);
                            t.action();
                            //DebugX.Log("callLater:" + now + ":" + t.data);
                        }
                    }
                    temp.Add(t);
                    t = t.next;
                }
                dispatching = false;

                int l = temp.Count;
                for (int i = 0; i < l; i++)
                {
                    ActionNode <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);
            }
        }