BITKit/Src/Core/Ticker/ITicker.cs

81 lines
2.1 KiB
C#

using System;
using System.Collections.Generic;
namespace BITKit
{
/// <summary>
/// 循环
/// </summary>
public interface ITicker
{
/// <summary>
/// 总帧数
/// </summary>
ulong TickCount { get; }
/// <summary>
/// 在下一次循环时执行,仅执行一次
/// </summary>
/// <param name="action"></param>
void Add(Action action);
/// <summary>
/// 注册在下一次循环时执行,每次循环都会执行
/// </summary>
/// <param name="action"></param>
void Add(Action<float> action);
/// <summary>
/// 移除循环
/// </summary>
/// <param name="action"></param>
void Remove(Action<float> action);
/// <summary>
/// 手动调用循环
/// </summary>
/// <param name="delta"></param>
void ManualTick(float delta);
}
/// <summary>
/// 主线程循环
/// </summary>
public interface IMainTicker : ITicker { }
/// <summary>
/// 线程池循环
/// </summary>
public interface IThreadTicker : ITicker { }
#if UNITY_5_3_OR_NEWER
/// <summary>
/// 最后执行的循环,通常用于旋转、位移等
/// </summary>
public interface IAfterTicker : ITicker{}
/// <summary>
/// Unity专用固定循环
/// </summary>
public interface IFixedTicker : ITicker{}
#endif
public class Ticker : ITicker
{
private readonly Queue<Action> _queue = new();
private event Action<float> TickEvents;
public ulong TickCount { get; private set; }
public void Add(Action action)
{
_queue.Enqueue(action);
}
public void Add(Action<float> action)=>TickEvents += action;
public void Remove(Action<float> action)=>TickEvents -= action;
public void ManualTick(float delta)
{
TickCount++;
while (_queue.TryDequeue(out var action))
{
action.Invoke();
}
TickEvents?.Invoke(delta);
}
}
}