예제 #1
0
 public void CloseThreads(bool value = true)
 {
     if (value)
     {
         var iterator = threads.GetIterator();
         EiLLNode <ThreadContainer> node;
         while (iterator.Next(out node))
         {
             node.Value.IsRunning = false;
         }
     }
 }
예제 #2
0
        void FixedUpdate()
        {
            EiLLNode <EiUpdateInterface> comp;
            var time     = UnityEngine.Time.fixedDeltaTime;
            var iterator = fixedUpdateList.GetIterator();

            while (iterator.Next(out comp))
            {
                if (comp.Value == null)
                {
                    fixedUpdateList.Remove(comp);
                }
                else
                {
                    comp.Value.FixedUpdateComponent(time);
                }
            }
        }
예제 #3
0
        void LateUpdate()
        {
            EiLLNode <EiUpdateInterface> comp;
            var time     = UnityEngine.Time.deltaTime;
            var iterator = lateUpdateList.GetIterator();

            while (iterator.Next(out comp))
            {
                if (comp.Value.IsNull)
                {
                    lateUpdateList.Remove(comp);
                }
                else
                {
                    comp.Value.LateUpdateComponent(time);
                }
            }
        }
예제 #4
0
            void Update()
            {
                while (isRunning)
                {
                    #region start
                    sw.Start();

                    var time = DeltaTime;
                    updates++;

                    #endregion

                    #region EiComponent Update

                    try {
                        EiLLNode <EiUpdateInterface> component;
                        var iterator = components.GetIterator();
                        while (iterator.Next(out component))
                        {
                            try {
                                if (component.Value == null)
                                {
                                    components.Remove(component);
                                }
                                else
                                {
                                    component.Value.ThreadedUpdateComponent(time);
                                }
                            } catch (Exception e) {
                                if (component != null)
                                {
                                    components.Remove(component);
                                }
                                LogException(() => e);
                            }
                        }
                    } catch (Exception e) {
                        LogException(() => e);
                    }

                    #endregion

                    #region FPS Counter

                    if (DateTime.UtcNow.Ticks > lastFpsUpdate + TimeSpan.TicksPerSecond)
                    {
                        lastFpsUpdate   = DateTime.UtcNow.Ticks;
                        framesPerSecond = updates;
                        updates         = 0;
                    }
                    #endregion

                    #region End and sleep

                    Thread.Sleep(new TimeSpan(Math.Max(1000, targetFpsInTicks - ticks)));
                    ticks = sw.ElapsedTicks;

                    if (components.Count() > 10)
                    {
                        if (node.Next.Value.ticks < ticks - 5000)
                        {
                            components.LastNode().MoveTo(node.Next.Value.components);
                        }
                    }

                    sw.Reset();

                    #endregion
                }
            }
예제 #5
0
        void Update()
        {
            var time = UnityEngine.Time.deltaTime;

            #region Property Event Unity Main Thread Call
            isRunningUnityThreadCallback = true;
            var unityThreadIterator = unityThreadQueue.GetIterator();
            EiLLNode <EiUnityThreadCallbackInterface> propertyEvent;
            while (unityThreadIterator.Next(out propertyEvent))
            {
                propertyEvent.Value.UnityThreadOnChangeOnly();
            }
            unityThreadQueue.Clear();
            isRunningUnityThreadCallback = false;
            #endregion

            #region TimerUpdateList

            EiLLNode <TimerUpdateData> dataNode;
            var dataIterator = timerUpdateList.GetIterator();
            while (dataIterator.Next(out dataNode))
            {
                if (dataNode.Value.comp == null)
                {
                    timerUpdateList.Remove(dataNode);
                }
                else
                {
                    dataNode.Value.Update(time);
                }
            }

            #endregion

            #region Pre Update Loop

            EiLLNode <EiUpdateInterface> pre;
            var preiterator = preUpdateList.GetIterator();
            while (preiterator.Next(out pre))
            {
                if (pre.Value == null)
                {
                    preUpdateList.Remove(pre);
                }
                else
                {
                    pre.Value.PreUpdateComponent(time);
                }
            }

            #endregion

            #region Update Loop

            EiLLNode <EiUpdateInterface> comp;
            var iterator = updateList.GetIterator();
            while (iterator.Next(out comp))
            {
                if (comp.Value == null)
                {
                    updateList.Remove(comp);
                }
                else
                {
                    comp.Value.UpdateComponent(time);
                }
            }

            #endregion
        }