Пример #1
0
        private void ProcessTime(UnrealBinaryHeapEx <Invoker> invokers)
        {
            // Note: If the the delay is low enough this may loop forever (the timer would need a repeat
            // value lower than the time it takes to get from the end of Process() back to the EndValue check
            // - If this becomes a problem you could stop this from happening by holding onto the last invoker
            //   processed and checking invoker!=lastInvoker
            // - Though if this is a problem it will make the game crawl anyway due to CallCount. A frame will
            //   occasionally get through between the invoker spam if doing the lastInvoker check.

            //Invoker lastInvoker = null;

            while (invokers.Count > 0)
            {
                Invoker invoker = invokers.HeapTop();
                ulong   value   = (ulong)WorldTimeHelper.GetTimeChecked(invoker.OwnerWorld).Ticks;
                if (invoker.EndValue <= value /*&& invoker != lastInvoker*/)
                {
                    invokers.HeapPopDiscard();
                    invoker.Process(value);
                    //lastInvoker = invoker;
                }
                else
                {
                    break;
                }
            }
        }
Пример #2
0
 private void Process(UnrealBinaryHeapEx <Invoker> invokers, ulong value)
 {
     while (invokers.Count > 0)
     {
         Invoker invoker = invokers.HeapTop();
         if (invoker.EndValue <= value)
         {
             invokers.HeapPopDiscard();
             invoker.Process(value);
         }
         else
         {
             break;
         }
     }
 }
        public void Process(CoroutineGroup group)
        {
            UnrealBinaryHeapEx <T> collection = GetCollection(group);

            while (collection.Count > 0)
            {
                T instruction = collection.HeapTop();
                if (instruction.KeepWaiting)
                {
                    return;
                }
                collection.HeapPopDiscard();

                // Return the control over to the main coroutines collection
                instruction.comparableCollection = null;
                Coroutine.ComparableEnd(instruction.Owner);
            }
        }