void Update() { // System.Diagnostics.Stopwatch watch = new System.Diagnostics.Stopwatch(); // watch.Start(); if (dispatcher != null) { dispatcher.ProcessTasks(); } // watch.Stop(); // if(watch.ElapsedTicks > 1000) { // Debug.Log("p1: " + watch.ElapsedTicks); // } // watch.Reset(); // watch.Start(); var finishedThreads = registeredThreads.Where(thread => !thread.IsAlive).ToArray(); foreach (var finishedThread in finishedThreads) { finishedThread.Dispose(); registeredThreads.Remove(finishedThread); } // watch.Stop(); // if(watch.ElapsedTicks > 1000) { // Debug.Log("p2: " + watch.ElapsedTicks); // } }
void Update() { if (dispatcher != null) { dispatcher.ProcessTasks(); } var finishedThreads = registeredThreads.Where(thread => !thread.IsAlive).ToArray(); foreach (var finishedThread in finishedThreads) { finishedThread.Dispose(); registeredThreads.Remove(finishedThread); } }
void Update() { //Debug.Log("== unity thread helper update"); if (dispatcher != null) { dispatcher.ProcessTasks(); } var finishedThreads = registeredThreads.Where(thread => !thread.IsAlive).ToArray(); foreach (var finishedThread in finishedThreads) { finishedThread.Dispose(); registeredThreads.Remove(finishedThread); } }