Unity Udexreal开发插件包
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//------------------------------------------------------------------------------
// 此代码版权(除特别声明或在XREF结尾的命名空间的代码)归作者本人若汝棋茗所有
// 源代码使用协议遵循本仓库的开源协议及附加协议,若本仓库没有设置,则按MIT开源协议授权
// CSDN博客:https://blog.csdn.net/qq_40374647
// 哔哩哔哩视频:https://space.bilibili.com/94253567
// Gitee源代码仓库:https://gitee.com/RRQM_Home
// Github源代码仓库:https://github.com/RRQM
// API首页:https://www.yuque.com/rrqm/touchsocket/index
// 交流QQ群:234762506
// 感谢您的下载和使用
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
using System;
using System.Threading;
using System.Threading.Tasks;
namespace TouchSocket.Core
{
/// <summary>
/// 循环动作
/// </summary>
public class LoopAction : EasyTask, IDisposable
{
/// <summary>
/// 析构函数
/// </summary>
~LoopAction()
{
Dispose();
}
private int executedCount;
private readonly TimeSpan m_interval;
private readonly int m_loopCount;
private readonly EventWaitHandle m_waitHandle;
private LoopAction(int count, TimeSpan interval, Action<LoopAction> action)
{
m_loopCount = count;
this.action = action;
m_interval = interval;
m_waitHandle = new AutoResetEvent(false);
}
/// <summary>
/// 创建可循环操作体
/// </summary>
/// <param name="count">循环次数,设为-1时一直循环</param>
/// <param name="interval">每次循环间隔</param>
/// <param name="action">执行委托</param>
/// <returns></returns>
public static LoopAction CreateLoopAction(int count, TimeSpan interval, Action<LoopAction> action)
{
return new LoopAction(count, interval, action);
}
/// <summary>
/// 创建可循环操作体
/// </summary>
/// <param name="count">循环次数,设为-1时一直循环</param>
/// <param name="intervalMS">每次循环间隔,毫秒</param>
/// <param name="action">执行委托</param>
/// <returns></returns>
public static LoopAction CreateLoopAction(int count, int intervalMS, Action<LoopAction> action)
{
return new LoopAction(count, TimeSpan.FromMilliseconds(intervalMS), action);
}
/// <summary>
/// 创建可循环操作体
/// </summary>
/// <param name="count">循环次数,设为-1时一直循环</param>
/// <param name="action">执行委托</param>
/// <returns></returns>
public static LoopAction CreateLoopAction(int count, Action<LoopAction> action)
{
return CreateLoopAction(count, TimeSpan.Zero, action);
}
/// <summary>
/// 创建可循环操作体
/// </summary>
/// <param name="interval">每次循环间隔</param>
/// <param name="action">执行委托</param>
/// <returns></returns>
public static LoopAction CreateLoopAction(TimeSpan interval, Action<LoopAction> action)
{
return CreateLoopAction(-1, interval, action);
}
/// <summary>
/// 创建可循环操作体
/// </summary>
/// <param name="action">执行委托</param>
/// <returns></returns>
public static LoopAction CreateLoopAction(Action<LoopAction> action)
{
return CreateLoopAction(-1, TimeSpan.Zero, action);
}
/// <summary>
/// 已执行次数
/// </summary>
public int ExecutedCount => executedCount;
/// <summary>
/// 执行间隔
/// </summary>
public TimeSpan Interval => m_interval;
/// <summary>
/// 循环次数
/// </summary>
public int LoopCount => m_loopCount;
private readonly Action<LoopAction> action;
/// <summary>
/// 执行委托
/// </summary>
public Action<LoopAction> ExecuteAction => action;
private RunStatus runStatus;
/// <summary>
/// 是否在运行
/// </summary>
public RunStatus RunStatus => runStatus;
/// <summary>
/// 运行
/// </summary>
public void Run()
{
if (runStatus == RunStatus.None)
{
runStatus = RunStatus.Running;
if (m_loopCount >= 0)
{
for (int i = 0; i < m_loopCount; i++)
{
if (runStatus == RunStatus.Disposed)
{
return;
}
action.Invoke(this);
executedCount++;
if (runStatus == RunStatus.Paused)
{
m_waitHandle.WaitOne();
}
m_waitHandle.WaitOne(m_interval);
}
}
else
{
while (true)
{
if (runStatus == RunStatus.Disposed)
{
return;
}
action.Invoke(this);
executedCount++;
if (runStatus == RunStatus.Paused)
{
m_waitHandle.WaitOne();
}
m_waitHandle.WaitOne(m_interval);
}
}
runStatus = RunStatus.Completed;
}
}
/// <summary>
/// 重新运行
/// </summary>
public void Rerun()
{
if (runStatus == RunStatus.Disposed)
{
throw new Exception("无法利用已释放的资源");
}
runStatus = RunStatus.None;
Run();
}
/// <summary>
/// 以异步重新运行
/// </summary>
/// <returns></returns>
public Task RerunAsync()
{
if (runStatus == RunStatus.Disposed)
{
throw new Exception("无法利用已释放的资源");
}
runStatus = RunStatus.None;
return RunAsync();
}
/// <summary>
/// 以异步运行
/// </summary>
/// <returns></returns>
public Task RunAsync()
{
return EasyTask.Run(() =>
{
Run();
});
}
/// <summary>
/// 暂停
/// </summary>
public void Pause()
{
if (runStatus == RunStatus.Running)
{
m_waitHandle.Reset();
runStatus = RunStatus.Paused;
}
}
/// <summary>
/// 回复
/// </summary>
public void Resume()
{
if (runStatus == RunStatus.Paused)
{
runStatus = RunStatus.Running;
m_waitHandle.Set();
}
}
/// <summary>
/// 释放资源
/// </summary>
public void Dispose()
{
if (runStatus == RunStatus.Disposed)
{
return;
}
if (runStatus == RunStatus.Completed)
{
m_waitHandle.Dispose();
}
runStatus = RunStatus.Disposed;
}
}
}