iFactory.Cutting.Unity/Assets/BITKit/Unity/Scripts/Sensor/SensorQueue.cs

94 lines
2.1 KiB
C#

using System;
using System.Collections;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Linq;
using Cysharp.Threading.Tasks;
using UnityEngine;
namespace BITKit.Sensors
{
public class SensorQueue : MonoBehaviour
{
internal static readonly Dictionary<int,ISensor> Sensors=new();
internal static readonly ConcurrentDictionary<int, float> LastDetectedTime = new();
private static bool IsDirty;
[SerializeField,ReadOnly] private int _position;
private static int[] _keys;
public static void Register(int id,ISensor sensor)
{
Sensors.Add(id,sensor);
MarkDirty();
}
public static void UnRegister(int id)
{
Sensors.Remove(id);
MarkDirty();
}
public static void MarkDirty()
{
IsDirty = true;
}
[SerializeField] private MonoBehaviour[] sensors;
[SerializeReference,SubclassSelector] private ITicker ticker;
private bool _isBusy;
private void Start()
{
ticker.Add(OnTick);
destroyCancellationToken.Register(Dispose);
}
private void Dispose()
{
ticker.Remove(OnTick);
}
private async void OnTick(float obj)
{
if (_isBusy) return;
if (SensorGlobalSettings.Enabled is false) return;
_isBusy = true;
if(IsDirty)
{
_position = 0;
_keys = Sensors.Where(IsEnabled).Select(x=>x.Key).ToArray();
IsDirty = false;
sensors = Sensors.Values.Where(IsEnabled).OfType<MonoBehaviour>().ToArray();
}
if (Sensors.Count is 0)
{
_isBusy = false;
return;
}
var current = Sensors.ElementAt(_position++).Value;
var currentUpdateTime = LastDetectedTime.GetOrAdd(current.Id,Time.time);
await current.Execute(Time.time-currentUpdateTime);
float UpdateValueFactory(int key, float old) => Time.time;
LastDetectedTime.AddOrUpdate(current.Id,Time.time,UpdateValueFactory);
if (destroyCancellationToken.IsCancellationRequested) {
_isBusy = false;
return;
}
_position %= Sensors.Count;
_isBusy = false;
}
private bool IsEnabled(ISensor sensor)
{
return sensor.AutoUpdate;
}
private bool IsEnabled(KeyValuePair<int,ISensor> pair)
{
return pair.Value.AutoUpdate;
}
}
}