Пример #1
0
    public static void Remove(UnityEngine.MonoBehaviour receiver, bool invokePending)
    {
        InterpTimedEvent interpTimedEvent;

        InterpTimedEvent.LList.Iterator iterator = new InterpTimedEvent.LList.Iterator();
        if (!invokePending)
        {
            while (InterpTimedEvent.queue.Dequeue(receiver, (ulong)-1, out interpTimedEvent, ref iterator))
            {
                interpTimedEvent.Dispose();
            }
        }
        else
        {
            while (InterpTimedEvent.queue.Dequeue(receiver, (ulong)-1, out interpTimedEvent, ref iterator))
            {
                InterpTimedEvent.InvokeDirect(interpTimedEvent);
            }
        }
    }
Пример #2
0
    public static void Clear(bool invokePending)
    {
        InterpTimedEvent interpTimedEvent;

        InterpTimedEvent.LList.Iterator iterator = new InterpTimedEvent.LList.Iterator();
        if (!invokePending)
        {
            while (InterpTimedEvent.queue.Dequeue((ulong)-1, out interpTimedEvent, ref iterator))
            {
                interpTimedEvent.Dispose();
            }
        }
        else
        {
            while (InterpTimedEvent.queue.Dequeue((ulong)-1, out interpTimedEvent, ref iterator))
            {
                InterpTimedEvent.InvokeDirect(interpTimedEvent);
            }
        }
    }
Пример #3
0
 public bool Dequeue(ulong playhead, out InterpTimedEvent node, ref InterpTimedEvent.LList.Iterator iter_)
 {
     if (this.count <= 0)
     {
         node = null;
         return(false);
     }
     InterpTimedEvent.Dir dir = (!iter_.started ? this.first : iter_.d);
     if (dir.has)
     {
         if ((double)((float)playhead) >= dir.node.info.timestamp)
         {
             node          = dir.node;
             iter_.d       = node.next;
             iter_.started = true;
             this.Remove(node);
             return(true);
         }
     }
     iter_.d       = new InterpTimedEvent.Dir();
     iter_.started = true;
     node          = null;
     return(false);
 }
Пример #4
0
        public List <InterpTimedEvent> EmergencyDump(bool botherSorting)
        {
            InterpTimedEvent           interpTimedEvent;
            bool                       flag;
            HashSet <InterpTimedEvent> interpTimedEvents = new HashSet <InterpTimedEvent>();

            InterpTimedEvent.LList.Iterator iterator = new InterpTimedEvent.LList.Iterator();
            do
            {
                try
                {
                    flag = this.Dequeue((ulong)-1, out interpTimedEvent, ref iterator);
                }
                catch (Exception exception)
                {
                    Debug.LogException(exception);
                    break;
                }
                if (!flag)
                {
                    continue;
                }
                interpTimedEvents.Add(interpTimedEvent);
            }while (flag);
            InterpTimedEvent.Dir dir  = new InterpTimedEvent.Dir();
            InterpTimedEvent.Dir dir1 = dir;
            this.last  = dir;
            this.first = dir1;
            this.count = 0;
            HashSet <InterpTimedEvent> fAILSAFESET = this.FAIL_SAFE_SET;

            this.FAIL_SAFE_SET = null;
            if (fAILSAFESET != null)
            {
                interpTimedEvents.UnionWith(fAILSAFESET);
            }
            List <InterpTimedEvent> interpTimedEvents1 = new List <InterpTimedEvent>(interpTimedEvents);

            if (botherSorting)
            {
                try
                {
                    interpTimedEvents1.Sort((InterpTimedEvent x, InterpTimedEvent y) => {
                        if (x == null)
                        {
                            if (y == null)
                            {
                                return(0);
                            }
                            return(0.CompareTo(1));
                        }
                        if (y == null)
                        {
                            return(1.CompareTo(0));
                        }
                        return(x.info.timestampInMillis.CompareTo(y.info.timestampInMillis));
                    });
                }
                catch (Exception exception1)
                {
                    Debug.LogException(exception1);
                }
            }
            return(interpTimedEvents1);
        }
Пример #5
0
 public bool Dequeue(UnityEngine.MonoBehaviour script, ulong playhead, out InterpTimedEvent node, ref InterpTimedEvent.LList.Iterator iter_)
 {
     if (this.count <= 0)
     {
         node = null;
         return(false);
     }
     InterpTimedEvent.Dir dir = (!iter_.started ? this.first : iter_.d);
     while (dir.has)
     {
         if ((double)((float)playhead) >= dir.node.info.timestamp)
         {
             if (dir.node.component == script)
             {
                 node          = dir.node;
                 iter_.d       = node.next;
                 iter_.started = true;
                 this.Remove(node);
                 return(true);
             }
             dir = dir.node.next;
         }
         else
         {
             break;
         }
     }
     iter_.d       = new InterpTimedEvent.Dir();
     iter_.started = true;
     node          = null;
     return(false);
 }
Пример #6
0
 public bool Dequeue(UnityEngine.MonoBehaviour script, ulong playhead, out InterpTimedEvent node)
 {
     InterpTimedEvent.LList.Iterator iterator = new InterpTimedEvent.LList.Iterator();
     return(this.Dequeue(script, playhead, out node, ref iterator));
 }
Пример #7
0
 public bool Dequeue(ulong playhead, out InterpTimedEvent node)
 {
     InterpTimedEvent.LList.Iterator iterator = new InterpTimedEvent.LList.Iterator();
     return(this.Dequeue(playhead, out node, ref iterator));
 }