コード例 #1
0
 private void StartCleanupActions(Queue <Action> cleanupActions)
 {
     if (cleanupActions.Count > 0)
     {
         EeRenderingProcessorUnityCycle.AddToQueue(() => Cleanup(cleanupActions));
     }
 }
コード例 #2
0
 private void Cleanup(Queue <Action> cleanupActions)
 {
     try
     {
         cleanupActions.Dequeue().Invoke();
     }
     finally
     {
         if (cleanupActions.Count > 0)
         {
             EeRenderingProcessorUnityCycle.AddToQueue(() => Cleanup(cleanupActions));
         }
     }
 }
コード例 #3
0
 private void RunAsync(Queue <Action> actions, Queue <Action> cleanupActions)
 {
     try
     {
         actions.Dequeue().Invoke();
         if (actions.Count > 0 && !StopGenerating)
         {
             EeRenderingProcessorUnityCycle.AddToQueue(() => RunAsync(actions, cleanupActions));
         }
         else
         {
             StartCleanupActions(cleanupActions);
         }
     }
     catch (Exception)
     {
         StartCleanupActions(cleanupActions);
     }
 }
コード例 #4
0
        private void DoGenerationProcess(Camera generatedCamera)
        {
            var queue = new Queue <Action>();

            for (var index = 0; index < _renderingSamples.Count; index++)
            {
                var currentPreview = _renderingSamples[index];
                if (_includeTransformsMode || _renderingSamples.Count <= 1)
                {
                    queue.Enqueue(() => { SampleClip(currentPreview); });
                    queue.Enqueue(() => { RenderToTexture(generatedCamera, currentPreview); });
                }
                else if (index == 0)
                {
                    queue.Enqueue(() => { SampleClip(currentPreview); });
                }
                else if (index == _renderingSamples.Count - 1)
                {
                    var previousPreview = _renderingSamples[index - 1];
                    queue.Enqueue(() =>
                    {
                        RenderToTexture(generatedCamera, previousPreview);
                        SampleClip(currentPreview);
                    });
                    queue.Enqueue(() => { RenderToTexture(generatedCamera, currentPreview); });
                }
                else
                {
                    var previousPreview = _renderingSamples[index - 1];
                    queue.Enqueue(() =>
                    {
                        RenderToTexture(generatedCamera, previousPreview);
                        SampleClip(currentPreview);
                    });
                }
            }

            var cleanupQueue = new Queue <Action>();

            cleanupQueue.Enqueue(() => Terminate(generatedCamera));
            cleanupQueue.Enqueue(() => _onQueueTaskComplete.Invoke());
            EeRenderingProcessorUnityCycle.AddToQueue(() => RunAsync(queue, cleanupQueue));
        }