using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System;
using System.Threading;
using System.Linq;
public class Loom : MonoBehaviour
{
public static int maxThreads = 10;
public static int numThreads;
private static Loom _current;
private int _count;
public static Loom Current
{
get
{
Initialize();
return _current;
}
}
void Awake()
{
_current = this;
initialized = true;
}
public static bool initialized;
static void Initialize()
{
if (!initialized)
{
if (!Application.isPlaying) {
return;
}
initialized = true;
var g = new GameObject("Loom");
_current = g.AddComponent();
}
}
private List _actions = new List();
public struct DelayedQueueItem
{
public float time;
public Action action;
}
private List _delayed = new List();
List _currentDelayed = new List();
public static void QueueOnMainThread(Action action)
{
QueueOnMainThread(action, 0f);
}
public static void QueueOnMainThread(Action action, float time)
{
if (time != 0)
{
lock (Current._delayed)
{
Current._delayed.Add(new DelayedQueueItem { time = Time.time + time, action = action });
}
}
else
{
lock (Current._actions)
{
Current._actions.Add(action);
}
}
}
public static Thread RunAsync(Action a)
{
Initialize();
while (numThreads >= maxThreads)
{
Thread.Sleep(1);
}
Interlocked.Increment(ref numThreads);
ThreadPool.QueueUserWorkItem(RunAction, a);
return null;
}
private static void RunAction(object action)
{
try
{
((Action)action)();
}
catch
{
}
finally
{
Interlocked.Decrement(ref numThreads);
}
}
void OnDisable()
{
if (_current == this)
{
_current = null;
}
}
// Use this for initialization
void Start() {
}
List _currentActions = new List();
// Update is called once per frame
void Update() {
lock (_actions) {
_currentActions.Clear();
_currentActions.AddRange(_actions);
_actions.Clear();
}
foreach (var a in _currentActions) {
a();
}
lock (_delayed) {
_currentDelayed.Clear();
_currentDelayed.AddRange(_delayed.Where(d => d.time <= Time.time));
foreach (var item in _currentDelayed) {
_delayed.Remove(item);
}
}
foreach (var delayed in _currentDelayed) {
delayed.action();
}
}
}