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