309 lines
8.4 KiB
C#
309 lines
8.4 KiB
C#
using System;
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using System.Collections.Generic;
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namespace TEngine
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{
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/// <summary>
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/// 通过LogicSys来驱动且具备Unity完整生命周期的单例(不继承MonoBehaviour)。
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/// <remarks>Update、FixUpdate以及LateUpdate这些敏感帧更新需要加上对应的Attribute以最优化性能。</remarks>
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/// </summary>
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/// <typeparam name="T">完整生命周期的类型。</typeparam>
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public abstract class BehaviourSingleton<T> : BaseBehaviourSingleton where T : BaseBehaviourSingleton, new()
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{
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private static T _instance;
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public static T Instance
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{
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get
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{
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if (null == _instance)
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{
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_instance = new T();
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Log.Assert(_instance != null);
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_instance.Awake();
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RegSingleton(_instance);
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}
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return _instance;
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}
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}
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private static void RegSingleton(BaseBehaviourSingleton inst)
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{
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BehaviourSingleSystem.Instance.RegSingleton(inst);
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}
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}
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#region Attribute
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/// <summary>
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/// 帧更新属性。
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/// <remarks>适用于BehaviourSingleton。</remarks>
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/// </summary>
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[AttributeUsage(AttributeTargets.Class)]
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public class UpdateAttribute : Attribute
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{
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}
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/// <summary>
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/// 物理帧更新属性。
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/// <remarks>适用于BehaviourSingleton。</remarks>
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/// </summary>
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[AttributeUsage(AttributeTargets.Class)]
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public class FixedUpdateAttribute : Attribute
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{
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}
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/// <summary>
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/// 后帧更新属性。
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/// <remarks>适用于BehaviourSingleton。</remarks>
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/// </summary>
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[AttributeUsage(AttributeTargets.Class)]
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public class LateUpdateAttribute : Attribute
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{
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}
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[AttributeUsage(AttributeTargets.Class)]
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public class RoleLoginAttribute : Attribute
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{
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}
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[AttributeUsage(AttributeTargets.Class)]
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public class RoleLogoutAttribute : Attribute
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{
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}
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#endregion
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/// <summary>
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/// 基础Behaviour单例。
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/// <remarks>(抽象类)</remarks>
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/// </summary>
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public abstract class BaseBehaviourSingleton
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{
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/// <summary>
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/// 是否已经Start。
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/// </summary>
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public bool IsStart = false;
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public virtual void Awake()
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{
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}
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public virtual void Start()
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{
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}
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/// <summary>
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/// 帧更新。
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/// <remarks>需要UpdateAttribute。</remarks>
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/// </summary>
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public virtual void Update()
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{
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}
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/// <summary>
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/// 后帧更新。
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/// <remarks>需要LateUpdateAttribute。</remarks>
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/// </summary>
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public virtual void LateUpdate()
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{
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}
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/// <summary>
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/// 物理帧更新。
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/// <remarks>需要FixedUpdateAttribute。</remarks>
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/// </summary>
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public virtual void FixedUpdate()
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{
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}
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public virtual void Destroy()
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{
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}
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public virtual void OnPause()
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{
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}
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public virtual void OnResume()
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{
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}
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public virtual void OnDrawGizmos()
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{
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}
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}
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/// <summary>
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/// 通过LogicSys来驱动且具备Unity完整生命周期的驱动系统(不继承MonoBehaviour)。
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/// </summary>
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public sealed class BehaviourSingleSystem : BaseLogicSys<BehaviourSingleSystem>
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{
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private readonly List<BaseBehaviourSingleton> _listInst = new List<BaseBehaviourSingleton>();
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private readonly List<BaseBehaviourSingleton> _listStart = new List<BaseBehaviourSingleton>();
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private readonly List<BaseBehaviourSingleton> _listUpdate = new List<BaseBehaviourSingleton>();
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private readonly List<BaseBehaviourSingleton> _listLateUpdate = new List<BaseBehaviourSingleton>();
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private readonly List<BaseBehaviourSingleton> _listFixedUpdate = new List<BaseBehaviourSingleton>();
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/// <summary>
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/// 注册单例。
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/// <remarks>调用Instance时自动调用。</remarks>
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/// </summary>
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/// <param name="inst">单例实例。</param>
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internal void RegSingleton(BaseBehaviourSingleton inst)
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{
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Log.Assert(!_listInst.Contains(inst));
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_listInst.Add(inst);
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_listStart.Add(inst);
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if (HadAttribute<UpdateAttribute>(inst.GetType()))
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{
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_listUpdate.Add(inst);
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}
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if (HadAttribute<LateUpdateAttribute>(inst.GetType()))
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{
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_listLateUpdate.Add(inst);
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}
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if (HadAttribute<FixedUpdateAttribute>(inst.GetType()))
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{
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_listFixedUpdate.Add(inst);
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}
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}
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public void UnRegSingleton(BaseBehaviourSingleton inst)
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{
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if (inst == null)
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{
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Log.Error($"BaseBehaviourSingleton Is Null");
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return;
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}
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Log.Assert(_listInst.Contains(inst));
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if (_listInst.Contains(inst))
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{
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_listInst.Remove(inst);
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}
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if (_listStart.Contains(inst))
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{
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_listStart.Remove(inst);
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}
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if (_listUpdate.Contains(inst))
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{
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_listUpdate.Remove(inst);
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}
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if (_listLateUpdate.Contains(inst))
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{
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_listLateUpdate.Remove(inst);
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}
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inst.Destroy();
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inst = null;
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}
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public override void OnUpdate()
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{
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var listStart = _listStart;
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var listToUpdate = _listUpdate;
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int count = listStart.Count;
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if (count > 0)
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{
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for (int i = 0; i < count; i++)
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{
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var inst = listStart[i];
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Log.Assert(!inst.IsStart);
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inst.IsStart = true;
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inst.Start();
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}
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listStart.Clear();
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}
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var listUpdateCnt = listToUpdate.Count;
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for (int i = 0; i < listUpdateCnt; i++)
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{
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var inst = listToUpdate[i];
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TProfiler.BeginFirstSample(inst.GetType().FullName);
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inst.Update();
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TProfiler.EndFirstSample();
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}
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}
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public override void OnLateUpdate()
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{
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var listLateUpdate = _listLateUpdate;
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var listLateUpdateCnt = listLateUpdate.Count;
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for (int i = 0; i < listLateUpdateCnt; i++)
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{
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var inst = listLateUpdate[i];
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TProfiler.BeginFirstSample(inst.GetType().FullName);
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inst.LateUpdate();
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TProfiler.EndFirstSample();
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}
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}
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public override void OnFixedUpdate()
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{
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var listFixedUpdate = _listFixedUpdate;
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var listFixedUpdateCnt = listFixedUpdate.Count;
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for (int i = 0; i < listFixedUpdateCnt; i++)
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{
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var inst = listFixedUpdate[i];
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TProfiler.BeginFirstSample(inst.GetType().FullName);
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inst.FixedUpdate();
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TProfiler.EndFirstSample();
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}
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}
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public override void OnDestroy()
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{
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int count = _listInst.Count;
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for (int i = 0; i < count; i++)
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{
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var inst = _listInst[i];
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inst.Destroy();
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}
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}
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public override void OnApplicationPause(bool pause)
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{
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int count = _listInst.Count;
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for (int i = 0; i < count; i++)
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{
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var inst = _listInst[i];
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if (pause)
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{
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inst.OnPause();
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}
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else
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{
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inst.OnResume();
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}
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}
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}
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public override void OnDrawGizmos()
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{
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int count = _listInst.Count;
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for (int i = 0; i < count; i++)
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{
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var inst = _listInst[i];
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inst.OnDrawGizmos();
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}
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}
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private bool HadAttribute<T>(Type type) where T : Attribute
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{
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T attribute = Attribute.GetCustomAttribute(type, typeof(T)) as T;
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return attribute != null;
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}
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}
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} |