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using UnityEngine; | |
using System; | |
namespace GokUtil.UpdateManager | |
{ | |
public class UpdateManager : MonoBehaviour | |
{ | |
const int InitialSize = 16; | |
private int tail = 0; | |
private IUpdatable[] updatableArray = new IUpdatable[InitialSize]; | |
[SerializeField] bool reduceArraySizeWhenNeed = false; | |
public static bool ReduceArraySizeWhenNeed | |
{ | |
get { return manager.reduceArraySizeWhenNeed; } | |
set { manager.reduceArraySizeWhenNeed = value; } | |
} | |
private static UpdateManager manager | |
{ | |
get | |
{ | |
if (!_manager) | |
{ | |
_manager = FindObjectOfType<UpdateManager>(); | |
if (!_manager) | |
{ | |
_manager = new GameObject("UpdateManager").AddComponent<UpdateManager>(); | |
} | |
} | |
return _manager; | |
} | |
} | |
static UpdateManager _manager; | |
void Awake() | |
{ | |
if (manager && _manager != this) | |
Destroy(gameObject); | |
} | |
void Update() | |
{ | |
for (int i = 0; i < tail; i++) | |
{ | |
if (updatableArray[i] == null) continue; | |
updatableArray[i].UpdateMe(); | |
} | |
} | |
/// <summary> | |
/// Update 対象の追加. | |
/// </summary> | |
public static void AddUpdatable(IUpdatable updatable) | |
{ | |
if (updatable == null) return; | |
manager.addUpdatable(updatable); | |
} | |
void addUpdatable(IUpdatable updatable) | |
{ | |
if(updatableArray.Length == tail) | |
{ | |
Array.Resize(ref updatableArray, checked(tail * 2)); | |
} | |
updatableArray[tail++] = updatable; | |
} | |
/// <summary> | |
/// 指定した Updatable を Update 対象から除外する. | |
/// </summary> | |
public static void RemoveUpdatable(IUpdatable updatable) | |
{ | |
if (updatable == null) return; | |
manager.removeUpdatable(updatable); | |
} | |
void removeUpdatable(IUpdatable updatable) | |
{ | |
for (int i = 0; i < updatableArray.Length; i++) | |
{ | |
if (updatableArray[i] == updatable) | |
{ | |
updatableArray[i] = null; | |
refreshUpdatableArray(); | |
return; | |
} | |
} | |
} | |
/// <summary> | |
/// 配列整理. | |
/// </summary> | |
public static void RefreshUpdatableArray() | |
{ | |
manager.refreshUpdatableArray(); | |
} | |
void refreshUpdatableArray() | |
{ | |
var j = tail - 1; | |
// 指定した部分は null に, | |
// null の部分には配列内の一番後ろにある要素を代入. | |
for (int i = 0; i < updatableArray.Length; i++) | |
{ | |
if (updatableArray[i] == null) | |
{ | |
while (i < j) | |
{ | |
var fromTail = updatableArray[j]; | |
if (fromTail != null) | |
{ | |
updatableArray[i] = fromTail; | |
updatableArray[j] = null; | |
j--; | |
goto NEXTLOOP; | |
} | |
j--; | |
} | |
tail = i; | |
break; | |
} | |
NEXTLOOP: | |
continue; | |
} | |
if (reduceArraySizeWhenNeed && tail < updatableArray.Length / 2) | |
Array.Resize(ref updatableArray, updatableArray.Length / 2); | |
} | |
} | |
} |
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