Code structure cleanup.
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75
Assets/Cryville/Crtr/Skin/EffectGroup.cs
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75
Assets/Cryville/Crtr/Skin/EffectGroup.cs
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using Cryville.Common.Buffers;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Cryville.Crtr.Skin {
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public class EffectGroup {
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public EffectDefinition Definition { get; private set; }
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readonly EffectPool _pool;
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class EffectPool : ObjectPool<EffectInstance> {
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readonly List<EffectInstance> _instances
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= new List<EffectInstance>();
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readonly EffectGroup _group;
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public EffectPool(EffectGroup group) : base(256) {
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_group = group;
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}
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protected override EffectInstance Construct() {
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var result = new EffectInstance(_group.Definition);
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_instances.Add(result);
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return result;
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}
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public void DisposeAll() {
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foreach (var i in _instances) i.Dispose();
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}
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}
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readonly Dictionary<float, EffectInstance> _instances
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= new Dictionary<float, EffectInstance>();
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readonly List<EffectInstance> _endQueue
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= new List<EffectInstance>();
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public EffectGroup(EffectDefinition def) {
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Definition = def;
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_pool = new EffectPool(this);
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}
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double _time;
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public void Tick(double time) {
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_time = time;
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while (_endQueue.Count > 0) {
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var item = _endQueue[0];
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if (item.EndTime > _time) break;
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_endQueue.RemoveAt(0);
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if (item.OnStateDone()) {
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QueueInstance(item);
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}
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else {
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item.Tick(time);
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_instances.Remove(item.Index);
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_pool.Return(item);
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}
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}
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foreach (var instance in _instances) {
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instance.Value.Tick(time);
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}
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}
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public void Emit(float index, Transform target = null) {
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EffectInstance instance;
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bool flag = _instances.TryGetValue(index, out instance);
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if (!flag) _instances.Add(index, instance = _pool.Rent());
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instance.Index = index;
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if (instance.CanEmit()) {
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if (flag) {
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var i = _endQueue.BinarySearch(instance);
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_endQueue.RemoveAt(i);
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}
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instance.OnEmit(_time, target);
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QueueInstance(instance);
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}
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}
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void QueueInstance(EffectInstance i) {
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var index = ~_endQueue.BinarySearch(i);
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_endQueue.Insert(index, i);
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}
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public void Dispose() {
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_pool.DisposeAll();
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}
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}
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}
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