private void Update()
 {
     if (mapDataThreadInfoQueue.Count > 0)
     {
         while (0 < mapDataThreadInfoQueue.Count)
         {
             MapThreadInfo <MapData> threadInfo = mapDataThreadInfoQueue.Dequeue();
             threadInfo.callback(threadInfo.parameter);
         }
     }
     if (meshDataThreadInfoQueue.Count > 0)
     {
         while (0 < meshDataThreadInfoQueue.Count)
         {
             MapThreadInfo <MeshData> threadInfo = meshDataThreadInfoQueue.Dequeue();
             threadInfo.callback(threadInfo.parameter);
         }
     }
     if (prefabDataInfoQueue.Count > 0)
     {
         while (0 < prefabDataInfoQueue.Count)
         {
             MapThreadInfo <PreFabData> threadInfo = prefabDataInfoQueue.Dequeue();
             threadInfo.callback(threadInfo.parameter);
         }
     }
 }
 void Update()
 {
     if (chunkDataThreadInQueue.Count > 0)
     {
         for (int i = 0; i < chunkDataThreadInQueue.Count; i++)
         {
             MapThreadInfo <WorldChunkData> threadInfo = chunkDataThreadInQueue.Dequeue();
             threadInfo.callback(threadInfo.parameter);
         }
     }
     if (chunkComputedThreadInQueue.Count > 0)
     {
         for (int i = 0; i < chunkComputedThreadInQueue.Count; i++)
         {
             MapComputingThreadInfo <WorldChunkComputed> threadInfo = chunkComputedThreadInQueue.Dequeue();
             threadInfo.callback(threadInfo.parameter);
         }
     }
     if (chunkMeshThreadInQueue.Count > 0)
     {
         for (int i = 0; i < chunkMeshThreadInQueue.Count; i++)
         {
             MeshDataThreadInfo <MeshData> threadInfo = chunkMeshThreadInQueue.Dequeue();
             threadInfo.callback(threadInfo.parameter);
         }
     }
 }
Esempio n. 3
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    void Update()
    {
        lock (mapDataThreadInfoQueue)
        {
            if (mapDataThreadInfoQueue.Count > 0)
            {
                for (int i = 0; i < mapDataThreadInfoQueue.Count; i++)
                {
                    MapThreadInfo <MapData> threadInfo = mapDataThreadInfoQueue.Dequeue();
                    threadInfo.callback(threadInfo.parameter);
                }
            }
        }

        lock (meshDataThreadInfoQueue)
        {
            if (meshDataThreadInfoQueue.Count > 0)
            {
                for (int i = 0; i < meshDataThreadInfoQueue.Count; i++)
                {
                    MapThreadInfo <MeshData> threadInfo = meshDataThreadInfoQueue.Dequeue();
                    threadInfo.callback(threadInfo.parameter);
                }
            }
        }
    }
    void Update()
    {
        if (terrainData.reset || noiseData.reset)
        {
            textureData.ApplyToMaterial(terrainMaterial);
            terrainData.reset = false;
            noiseData.reset   = false;
        }


        if (mapDataTheadInfoQueue.Count > 0)
        {
            for (int i = 0; i < mapDataTheadInfoQueue.Count; i++)
            {
                MapThreadInfo <MapData> threadInfo = mapDataTheadInfoQueue.Dequeue();
                threadInfo.callback(threadInfo.parameter);
            }
        }

        if (meshDataTheadInfoQueue.Count > 0)
        {
            for (int i = 0; i < meshDataTheadInfoQueue.Count; i++)
            {
                MapThreadInfo <MeshData> threadInfo = meshDataTheadInfoQueue.Dequeue();
                threadInfo.callback(threadInfo.parameter);
            }
        }
    }
Esempio n. 5
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    void Update()
    {
        int countMapDataThreadqueue  = mapDataThreadQueue.Count;
        int countMeshDataThreadqueue = meshDataThreadQueue.Count;

        if (countMapDataThreadqueue > 0)
        {
            for (int i = 0; i < countMapDataThreadqueue; i++)
            {
                //info next item out of the que
                MapThreadInfo <MapData> threadInfo = mapDataThreadQueue.Dequeue();
                threadInfo.callback(threadInfo.parameter);
            }
        }

        if (countMeshDataThreadqueue > 0)
        {
            for (int i = 0; i < countMeshDataThreadqueue; i++)
            {
                //info next item out of the que
                MapThreadInfo <MeshData> threadInfo = meshDataThreadQueue.Dequeue();
                threadInfo.callback(threadInfo.parameter);
            }
        }
    }
Esempio n. 6
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 // Update is called once per frame
 void Update()
 {
     if (threadQueue.Count > 0)
     {
         for (int i = 0; i < threadQueue.Count; i++)
         {
             MapThreadInfo mapThreadInfo = threadQueue.Dequeue();
             mapThreadInfo.callback(mapThreadInfo.platforms);
         }
     }
 }
 void Update()
 {
     while (mapDataThreadInfoQueue.Count > 0)
     {
         MapThreadInfo <MapData> threadInfo = mapDataThreadInfoQueue.Dequeue();
         threadInfo.callback(threadInfo.parameter);
     }
     while (meshDataThreadInfoQueue.Count > 0)
     {
         MapThreadInfo <MeshData> threadInfo = meshDataThreadInfoQueue.Dequeue();
         threadInfo.callback(threadInfo.parameter);
     }
 }
 private void CheckMeshDataThreadInfoQueue()
 {
     if (_meshDataThreadInfoQueue.Count > 0)
     {
         for (int i = 0; i < _meshDataThreadInfoQueue.Count; i++)
         {
             if (_meshDataThreadInfoQueue.Count > 0)
             {
                 MapThreadInfo <MeshData> threadInfo = _meshDataThreadInfoQueue.Dequeue();
                 threadInfo.callback(threadInfo.parameter);
             }
         }
     }
 }
    private void Update()
    {
        for (int i = 0; i < mapDataThreadInfoQueue.Count; i++)
        {
            MapThreadInfo <float[, ]> threadInfo = mapDataThreadInfoQueue.Dequeue();
            threadInfo.callback(threadInfo.parameter);
        }

        for (int i = 0; i < meshDataThreadInfoQueue.Count; i++)
        {
            MapThreadInfo <MeshData> threadInfo = meshDataThreadInfoQueue.Dequeue();
            threadInfo.callback(threadInfo.parameter);
        }
    }
Esempio n. 10
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 private void Update()
 {
     if (MapDataInfoQueue.Count > 0)
     {
         for (int i = 0; i < MapDataInfoQueue.Count; i++)
         {
             MapThreadInfo <MapData> threadInfo = MapDataInfoQueue.Dequeue();
             threadInfo.callback(threadInfo.param);
         }
     }
     if (MeshDataInfoQueue.Count > 0)
     {
         for (int i = 0; i < MeshDataInfoQueue.Count; i++)
         {
             MapThreadInfo <MeshData> threadInfo = MeshDataInfoQueue.Dequeue();
             threadInfo.callback(threadInfo.param);
         }
     }
 }
 void Update()
 {
     if (heightMapThreadInfoQueue.Count > 0)
     {
         for (int i = 0; i < heightMapThreadInfoQueue.Count; i++)
         {
             MapThreadInfo <HeightMap> threadInfo = heightMapThreadInfoQueue.Dequeue();
             threadInfo.callback(threadInfo.parameter);
         }
     }
     if (meshDataThreadInfoQueue.Count > 0)
     {
         for (int i = 0; i < meshDataThreadInfoQueue.Count; i++)
         {
             MapThreadInfo <MeshData> threadInfo = meshDataThreadInfoQueue.Dequeue();
             threadInfo.callback(threadInfo.parameter);
         }
     }
 }
Esempio n. 12
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    void Update()
    {
        if (mapDataThreadInfoQueueNr.Count > 0) //as long there are threads
        {
            for (int i = 0; i < mapDataThreadInfoQueueNr.Count; i++)
            {
                MapThreadInfo <MapData> threadInfo = mapDataThreadInfoQueueNr.Dequeue(); //Dequeue: the next thing in the queue
                threadInfo.callback(threadInfo.parameter);
            }
        }

        if (meshDataThreadInfoQueueNr.Count > 0)
        {
            for (int i = 0; i < meshDataThreadInfoQueueNr.Count; i++)
            {
                MapThreadInfo <MeshData> threadInfo = meshDataThreadInfoQueueNr.Dequeue();
                threadInfo.callback(threadInfo.parameter);
            }
        }
    }
Esempio n. 13
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 private void Update()
 {
     //Used as an endpoint for all threads, where the data they passed into their thread info queue is sent to the respective caller
     if (heightMapThreadInfoQueue.Count > 0)
     {
         for (int i = 0; i < heightMapThreadInfoQueue.Count; i++)
         {
             MapThreadInfo <HeightMap> threadInfo = heightMapThreadInfoQueue.Dequeue();
             threadInfo.callback(threadInfo.parameter);
         }
     }
     if (meshDataThreadInfoQueue.Count > 0)
     {
         for (int i = 0; i < meshDataThreadInfoQueue.Count; i++)
         {
             MapThreadInfo <MeshData> threadInfo = meshDataThreadInfoQueue.Dequeue();
             threadInfo.callback(threadInfo.parameter);
         }
     }
 }
    void Update()
    {
        if (mapDataThreadInfoQueue.Count > 0)
        {
            for (int i = 0; i < mapDataThreadInfoQueue.Count; i++)
            {
                MapThreadInfo <MapData> threadInfo = mapDataThreadInfoQueue.Dequeue(); // The next thing in the queue
                threadInfo.callback(threadInfo.parameter);
            }
        }

        /*if (meshDataThreadInfoQueue.Count > 0)
         * {
         *  for (int i = 0; i < meshDataThreadInfoQueue.Count; i++)
         *  {
         *      MapThreadInfo<MeshData> threadInfo = meshDataThreadInfoQueue.Dequeue();
         *      threadInfo.callback(threadInfo.parameter);
         *  }
         * }*/
    }
Esempio n. 15
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    void Update()
    {
        if (mapDataInfoQueue.Count > 0)
        {
            for (int i = 0; i < mapDataInfoQueue.Count; i++)
            {
                MapThreadInfo <MapData> mti = mapDataInfoQueue.Dequeue();
                mti.callback(mti.parameter);
            }
        }

        if (meshDataInfoQueue.Count > 0)
        {
            for (int i = 0; i < meshDataInfoQueue.Count; i++)
            {
                MapThreadInfo <MeshData> mdi = meshDataInfoQueue.Dequeue();
                mdi.callback(mdi.parameter);
            }
        }
    }
Esempio n. 16
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    void Update()
    {
        if (this.mapDataThreadInfoQueue.Count > 0)
        {
            for (int c = 0; c < this.mapDataThreadInfoQueue.Count; c++)
            {
                MapThreadInfo <MapData> threadInfo = this.mapDataThreadInfoQueue.Dequeue();
                threadInfo.callback(threadInfo.parameter); // callbacks are a mystifying thing
            }
        }

        if (this.meshDataThreadInfoQueue.Count > 0)
        {
            for (int c = 0; c < this.meshDataThreadInfoQueue.Count; c++)
            {
                MapThreadInfo <MeshData> threadInfo = this.meshDataThreadInfoQueue.Dequeue();
                threadInfo.callback(threadInfo.parameter);
            }
        }
    }
    void Update()
    {
        if (mapDataThreadInfoQueue.Count > 0)           // if there are new map data in queue
        {
            for (int i = 0; i < mapDataThreadInfoQueue.Count; i++)
            {
                MapThreadInfo <MapData> threadInfo = mapDataThreadInfoQueue.Dequeue();
                threadInfo.callback(threadInfo.parameter);
            }
        }

        if (meshDataThreadInfoQueue.Count > 0)
        {
            for (int i = 0; i < meshDataThreadInfoQueue.Count; i++)
            {
                MapThreadInfo <MeshData> threadInfo = meshDataThreadInfoQueue.Dequeue();
                threadInfo.callback(threadInfo.parameter);
            }
        }
    }
Esempio n. 18
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    private void Update()
    {
        if (mapDataThradInfoQueue.Count > 0) // wenn sich ein Element in der Warteschlange befindet
        {
            for (int i = 0; i < mapDataThradInfoQueue.Count; i++)
            {
                MapThreadInfo <MapData> threadInfo = mapDataThradInfoQueue.Dequeue(); //entfernt das erste element aus der Queue und schreibt dieses in die threadInfo Variable.
                threadInfo.callback(threadInfo.parameter);
            }
        }

        if (meshDataThreadInfoQueue.Count > 0)
        {
            for (int i = 0; i < meshDataThreadInfoQueue.Count; i++)
            {
                MapThreadInfo <MeshData> threadInfo = meshDataThreadInfoQueue.Dequeue();
                threadInfo.callback(threadInfo.parameter);
            }
        }
    }
Esempio n. 19
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    void Update()
    {
        if (mapDataThreadInfoQueue.Count > 0)
        {
            //If the queue has something in it then loop through the elements
            for (int i = 0; i < mapDataThreadInfoQueue.Count; i++)
            {
                MapThreadInfo <MapData> threadInfo = mapDataThreadInfoQueue.Dequeue();
                threadInfo.callback(threadInfo.parameter);
            }
        }

        if (meshDataThreadInfoQueue.Count > 0)
        {
            for (int i = 0; i < meshDataThreadInfoQueue.Count; i++)
            {
                MapThreadInfo <MeshData> threadInfo = meshDataThreadInfoQueue.Dequeue();
                threadInfo.callback(threadInfo.parameter);
            }
        }
    }
Esempio n. 20
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 // Update is called once per frame
 void Update()
 {
     // Process next MapData in thread Queue
     if (mapDataThreadInfoQueue.Count > 0)
     {
         for (int i = 0; i < mapDataThreadInfoQueue.Count; i++)
         {
             MapThreadInfo <MapData> threadInfo = mapDataThreadInfoQueue.Dequeue();
             threadInfo.callback(threadInfo.parameter);
         }
     }
     // Process next MeshData in thread Queue
     if (meshDataThreadInfoQueue.Count > 0)
     {
         for (int i = 0; i < meshDataThreadInfoQueue.Count; i++)
         {
             MapThreadInfo <MeshData> threadInfo = meshDataThreadInfoQueue.Dequeue();
             threadInfo.callback(threadInfo.parameter);
         }
     }
 }
    private void Update()
    {
        //If there is more than one element within the queue, loop through all elements, proceed to dequeue them, and call callback
        if (mapDataThreadInfoQueue.Count > 0)
        {
            for (int i = 0; i < mapDataThreadInfoQueue.Count; i++)
            {
                MapThreadInfo<MapData> threadInfo = mapDataThreadInfoQueue.Dequeue();
                threadInfo.callback(threadInfo.parameter);
            }
        }

        if (meshDataThreadInfoQueue.Count > 0)
        {
            for (int i = 0; i < meshDataThreadInfoQueue.Count; i++)
            {
                MapThreadInfo<MeshData> threadInfo = meshDataThreadInfoQueue.Dequeue();
                threadInfo.callback(threadInfo.parameter);
            }
        }
    }
    public void UpdateCallbacks()
    {
        //Go through callbacks
        if (noiseMapThreadInfoQueue.Count > 0)
        {
            for (int i = 0; i < noiseMapThreadInfoQueue.Count; i++)
            {
                MapThreadInfo <float[, ]> threadInfo = noiseMapThreadInfoQueue.Dequeue();
                threadInfo.callback(threadInfo.parameter);
            }
        }

        if (placableMapThreadInfoQueue.Count > 0)
        {
            for (int i = 0; i < placableMapThreadInfoQueue.Count; i++)
            {
                MapThreadInfo <bool[, ]> threadInfo = placableMapThreadInfoQueue.Dequeue();
                threadInfo.callback(threadInfo.parameter);
            }
        }
    }
Esempio n. 23
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    private void Update()
    {
        if (mapDataTheradInfoQueue.Count > 0)
        {
            for (int i = 0; i < mapDataTheradInfoQueue.Count; i++)
            {
                // If there is data in the queue, pop it off and render (using the callback function)
                MapThreadInfo <MapData> threadInfo = mapDataTheradInfoQueue.Dequeue();
                threadInfo.callback(threadInfo.parameter);
            }
        }

        if (meshDataTheradInfoQueue.Count > 0)
        {
            for (int i = 0; i < meshDataTheradInfoQueue.Count; i++)
            {
                // If there is data in the queue, pop it off and render (using the callback function)
                MapThreadInfo <MeshData> threadInfo = meshDataTheradInfoQueue.Dequeue();
                threadInfo.callback(threadInfo.parameter);
            }
        }
    }
    void  Update()
    {
        // Loop through any items in our map callback queue and ask them to call their callback method with map data.
        if (mapDataThreadInfoQueue.Count > 0)
        {
            for (int i = 0; i < mapDataThreadInfoQueue.Count; i++)
            {
                MapThreadInfo <MapData> threadInfo = mapDataThreadInfoQueue.Dequeue();
                threadInfo.callback(threadInfo.parameter);
            }
        }

        // Loop through any items in our mesh callback queue and ask them to call their callback method with map data.
        if (meshDataThreadInfoQueue.Count > 0)
        {
            for (int i = 0; i < meshDataThreadInfoQueue.Count; i++)
            {
                MapThreadInfo <MeshData> threadInfo = meshDataThreadInfoQueue.Dequeue();
                threadInfo.callback(threadInfo.parameter);
            }
        }
    }
Esempio n. 25
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    void Update()
    {
        if (mapDataThreadInfoQueue.Count > 0)                      // If there is something in the queue
        {
            for (int i = 0; i < mapDataThreadInfoQueue.Count; i++) // Loop through queue
            // Dequeue next object and execute callback function
            {
                MapThreadInfo <MapData> threadInfo = mapDataThreadInfoQueue.Dequeue();
                threadInfo.callback(threadInfo.parameter);
            }
        }

        if (meshDataThreadInfoQueue.Count > 0)                      // If there is something in the queue
        {
            for (int i = 0; i < meshDataThreadInfoQueue.Count; i++) // Loop through queue
            // Dequeue next object and execute callback function
            {
                MapThreadInfo <MeshData> threadInfo = meshDataThreadInfoQueue.Dequeue();
                threadInfo.callback(threadInfo.parameter);
            }
        }
    }
Esempio n. 26
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    void Update()
    {
        if (mapDataThreadInfoQueue.Count > 0)
        {
            for (int i = 0; i < mapDataThreadInfoQueue.Count; i++)
            {
                MapThreadInfo <MapData> threadInfo = mapDataThreadInfoQueue.Dequeue();
                threadInfo.callback(threadInfo.parameter);
            }
        }

        if (meshDataThreadInfoQueue.Count > 0)
        {
            for (int i = 0; i < meshDataThreadInfoQueue.Count; i++)
            {
                MeshThreadInfo <MeshData> threadInfo = meshDataThreadInfoQueue.Dequeue();
                if (!default(MeshThreadInfo <MeshData>).Equals(threadInfo))
                {
                    threadInfo.callback(threadInfo.parameter);
                }
            }
        }
    }