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150 lines
3.9 KiB
C#

1 year ago
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
namespace TMPro
{
public class FastAction
{
LinkedList<System.Action> delegates = new LinkedList<System.Action>();
Dictionary<System.Action, LinkedListNode<System.Action>> lookup = new Dictionary<System.Action, LinkedListNode<System.Action>>();
public void Add(System.Action rhs)
{
if (lookup.ContainsKey(rhs)) return;
lookup[rhs] = delegates.AddLast(rhs);
}
public void Remove(System.Action rhs)
{
LinkedListNode<System.Action> node;
if (lookup.TryGetValue(rhs, out node))
{
lookup.Remove(rhs);
delegates.Remove(node);
}
}
public void Call()
{
var node = delegates.First;
while (node != null)
{
node.Value();
node = node.Next;
}
}
}
public class FastAction<A>
{
LinkedList<System.Action<A>> delegates = new LinkedList<System.Action<A>>();
Dictionary<System.Action<A>, LinkedListNode<System.Action<A>>> lookup = new Dictionary<System.Action<A>, LinkedListNode<System.Action<A>>>();
public void Add(System.Action<A> rhs)
{
if (lookup.ContainsKey(rhs)) return;
lookup[rhs] = delegates.AddLast(rhs);
}
public void Remove(System.Action<A> rhs)
{
LinkedListNode<System.Action<A>> node;
if (lookup.TryGetValue(rhs, out node))
{
lookup.Remove(rhs);
delegates.Remove(node);
}
}
public void Call(A a)
{
var node = delegates.First;
while (node != null)
{
node.Value(a);
node = node.Next;
}
}
}
public class FastAction<A, B>
{
LinkedList<System.Action<A, B>> delegates = new LinkedList<System.Action<A, B>>();
Dictionary<System.Action<A, B>, LinkedListNode<System.Action<A, B>>> lookup = new Dictionary<System.Action<A, B>, LinkedListNode<System.Action<A, B>>>();
public void Add(System.Action<A, B> rhs)
{
if (lookup.ContainsKey(rhs)) return;
lookup[rhs] = delegates.AddLast(rhs);
}
public void Remove(System.Action<A, B> rhs)
{
LinkedListNode<System.Action<A, B>> node;
if (lookup.TryGetValue(rhs, out node))
{
lookup.Remove(rhs);
delegates.Remove(node);
}
}
public void Call(A a, B b)
{
var node = delegates.First;
while (node != null)
{
node.Value(a, b);
node = node.Next;
}
}
}
public class FastAction<A, B, C>
{
LinkedList<System.Action<A, B, C>> delegates = new LinkedList<System.Action<A, B, C>>();
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>>>();
public void Add(System.Action<A, B, C> rhs)
{
if (lookup.ContainsKey(rhs)) return;
lookup[rhs] = delegates.AddLast(rhs);
}
public void Remove(System.Action<A, B, C> rhs)
{
LinkedListNode<System.Action<A, B, C>> node;
if (lookup.TryGetValue(rhs, out node))
{
lookup.Remove(rhs);
delegates.Remove(node);
}
}
public void Call(A a, B b, C c)
{
var node = delegates.First;
while (node != null)
{
node.Value(a, b, c);
node = node.Next;
}
}
}
}