//private List<Action> tempHandle = new List<Action>(); private void render(float deltaTime) { if (len > 0) { dispatching = true; ActionNode <float> t = firstNode; List <ActionNode <float> > temp = GetSignalNodeList(); float now = Time.time; while (t != null) { if (t.active == NodeActiveState.Runing) { if (now > t.data) { Remove(t.action); t.action(); //DebugX.Log("callLater:" + now + ":" + t.data); } } temp.Add(t); t = t.next; } dispatching = false; int l = temp.Count; for (int i = 0; i < l; i++) { ActionNode <float> item = temp[i]; if (item.active == NodeActiveState.ToDoDelete) { _remove(item, item.action); } else if (item.active == NodeActiveState.ToDoAdd) { item.active = NodeActiveState.Runing; } } Recycle(temp); } else { TickManager.Remove(render); } }
public void dispatch() { if (len > 0) { dispatching = true; ActionNode <T> t = firstNode; List <ActionNode <T> > temp = GetSignalNodeList(); while (t != null) { if (t.active == NodeActiveState.Runing) { t.action(); } temp.Add(t); t = t.next; } dispatching = false; int l = temp.Count; for (int i = 0; i < l; i++) { ActionNode <T> item = temp[i]; if (item.active == NodeActiveState.ToDoDelete) { _remove(item, item.action); } else if (item.active == NodeActiveState.ToDoAdd) { item.active = NodeActiveState.Runing; } } Recycle(temp); } }