mirror of
https://github.com/RPG-Research/bcirpg.git
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150 lines
3.9 KiB
C#
150 lines
3.9 KiB
C#
using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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namespace TMPro
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{
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public class FastAction
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{
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LinkedList<System.Action> delegates = new LinkedList<System.Action>();
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Dictionary<System.Action, LinkedListNode<System.Action>> lookup = new Dictionary<System.Action, LinkedListNode<System.Action>>();
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public void Add(System.Action rhs)
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{
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if (lookup.ContainsKey(rhs)) return;
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lookup[rhs] = delegates.AddLast(rhs);
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}
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public void Remove(System.Action rhs)
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{
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LinkedListNode<System.Action> node;
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if (lookup.TryGetValue(rhs, out node))
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{
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lookup.Remove(rhs);
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delegates.Remove(node);
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}
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}
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public void Call()
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{
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var node = delegates.First;
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while (node != null)
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{
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node.Value();
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node = node.Next;
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}
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}
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}
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public class FastAction<A>
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{
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LinkedList<System.Action<A>> delegates = new LinkedList<System.Action<A>>();
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Dictionary<System.Action<A>, LinkedListNode<System.Action<A>>> lookup = new Dictionary<System.Action<A>, LinkedListNode<System.Action<A>>>();
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public void Add(System.Action<A> rhs)
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{
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if (lookup.ContainsKey(rhs)) return;
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lookup[rhs] = delegates.AddLast(rhs);
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}
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public void Remove(System.Action<A> rhs)
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{
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LinkedListNode<System.Action<A>> node;
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if (lookup.TryGetValue(rhs, out node))
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{
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lookup.Remove(rhs);
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delegates.Remove(node);
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}
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}
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public void Call(A a)
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{
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var node = delegates.First;
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while (node != null)
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{
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node.Value(a);
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node = node.Next;
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}
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}
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}
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public class FastAction<A, B>
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{
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LinkedList<System.Action<A, B>> delegates = new LinkedList<System.Action<A, B>>();
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Dictionary<System.Action<A, B>, LinkedListNode<System.Action<A, B>>> lookup = new Dictionary<System.Action<A, B>, LinkedListNode<System.Action<A, B>>>();
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public void Add(System.Action<A, B> rhs)
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{
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if (lookup.ContainsKey(rhs)) return;
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lookup[rhs] = delegates.AddLast(rhs);
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}
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public void Remove(System.Action<A, B> rhs)
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{
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LinkedListNode<System.Action<A, B>> node;
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if (lookup.TryGetValue(rhs, out node))
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{
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lookup.Remove(rhs);
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delegates.Remove(node);
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}
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}
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public void Call(A a, B b)
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{
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var node = delegates.First;
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while (node != null)
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{
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node.Value(a, b);
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node = node.Next;
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}
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}
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}
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public class FastAction<A, B, C>
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{
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LinkedList<System.Action<A, B, C>> delegates = new LinkedList<System.Action<A, B, C>>();
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Dictionary<System.Action<A, B, C>, LinkedListNode<System.Action<A, B, C>>> lookup = new Dictionary<System.Action<A, B, C>, LinkedListNode<System.Action<A, B, C>>>();
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public void Add(System.Action<A, B, C> rhs)
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{
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if (lookup.ContainsKey(rhs)) return;
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lookup[rhs] = delegates.AddLast(rhs);
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}
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public void Remove(System.Action<A, B, C> rhs)
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{
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LinkedListNode<System.Action<A, B, C>> node;
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if (lookup.TryGetValue(rhs, out node))
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{
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lookup.Remove(rhs);
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delegates.Remove(node);
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}
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}
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public void Call(A a, B b, C c)
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{
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var node = delegates.First;
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while (node != null)
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{
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node.Value(a, b, c);
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node = node.Next;
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}
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}
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}
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} |