public static void Copy <T, TCopy>(NativeBufferArray <T> fromArr, ref NativeBufferArray <T> arr, TCopy copy) where TCopy : IArrayElementCopy <T> where T : struct { if (fromArr.isCreated == false) { if (arr.isCreated == true) { NativeArrayUtils.Recycle(ref arr, copy); } arr = NativeBufferArray <T> .Empty; return; } if (arr.isCreated == false || fromArr.Length != arr.Length) { if (arr.isCreated == true) { NativeArrayUtils.Recycle(ref arr, copy); } arr = PoolArrayNative <T> .Spawn(fromArr.Length); } for (int i = 0; i < fromArr.Length; ++i) { copy.Copy(fromArr.arr[i], ref arr.arr.GetRef(i)); } }
public static void Copy <T, TCopy>(NativeArrayBurst <T> fromArr, ref NativeArrayBurst <T> arr, TCopy copy) where TCopy : IArrayElementCopy <T> where T : struct { if (fromArr.IsCreated == false) { if (arr.IsCreated == true) { NativeArrayUtils.Recycle(ref arr, copy); } arr = default; return; } if (arr.IsCreated == false || fromArr.Length != arr.Length) { if (arr.IsCreated == true) { NativeArrayUtils.Recycle(ref arr, copy); } arr = new NativeArrayBurst <T>(fromArr.Length, Unity.Collections.Allocator.Persistent); } for (int i = 0; i < fromArr.Length; ++i) { copy.Copy(fromArr[i], ref arr.GetRef(i)); } }