using UnityEngine; using System.Collections; using System.Collections.Generic; using System; using System.Threading; using System.Linq; namespace Nxr.Internal { public class Loom : MonoBehaviour { public static int maxThreads = 4; static int numThreads; private static Loom _current; //private int _count; public static Loom Current { get { Initialize(); return _current; } } void Awake() { _current = this; initialized = true; } static bool initialized; public static void Initialize() { if (!initialized) { if (!Application.isPlaying) return; initialized = true; var g = new GameObject("Loom"); _current = g.AddComponent(); #if !ARTIST_BUILD UnityEngine.Object.DontDestroyOnLoad(g); #endif } } public struct NoDelayedQueueItem { public Action action; public object param; } private List _actions = new List(); public struct DelayedQueueItem { public float time; public Action action; public object param; } private List _delayed = new List(); List _currentDelayed = new List(); public static void QueueOnMainThread(Action taction, object tparam) { QueueOnMainThread(taction, tparam, 0f); } public static void QueueOnMainThread(Action taction, object tparam, float time) { if (time != 0) { lock (Current._delayed) { Current._delayed.Add(new DelayedQueueItem { time = Time.time + time, action = taction, param = tparam }); } } else { lock (Current._actions) { Current._actions.Add(new NoDelayedQueueItem { action = taction, param = tparam }); } } } public static Thread RunAsync(Action a) { Initialize(); while (numThreads >= maxThreads) { Thread.Sleep(100); } Interlocked.Increment(ref numThreads); ThreadPool.QueueUserWorkItem(RunAction, a); return null; } private static void RunAction(object action) { try { ((Action)action)(); } catch { } finally { Interlocked.Decrement(ref numThreads); } } void OnDisable() { if (_current == this) { _current = null; } } List _currentActions = new List(); // Update is called once per frame void Update() { if (_actions.Count > 0) { lock (_actions) { _currentActions.Clear(); _currentActions.AddRange(_actions); _actions.Clear(); } for (int i = 0; i < _currentActions.Count; i++) { _currentActions[i].action(_currentActions[i].param); } } if (_delayed.Count > 0) { lock (_delayed) { _currentDelayed.Clear(); _currentDelayed.AddRange(_delayed.Where(d => d.time <= Time.time)); for (int i = 0; i < _currentDelayed.Count; i++) { _delayed.Remove(_currentDelayed[i]); } } for (int i = 0; i < _currentDelayed.Count; i++) { _currentDelayed[i].action(_currentDelayed[i].param); } } } } }