解决蓝牙卡顿问题
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@@ -10,145 +10,154 @@ using UnityEngine;
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/// </summary>
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public class Loom : MonoBehaviour
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{
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public static int maxThreads = 8;
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static int numThreads;
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public static int maxThreads = 8;
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static int numThreads;
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private static Loom _current;
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private int _count;
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public static Loom Current
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{
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get
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{
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Initialize();
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return _current;
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}
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}
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private static Loom _current;
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public static Loom Current
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{
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get
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{
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Initialize();
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return _current;
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}
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}
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//####去除Awake
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// void Awake()
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// {
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// _current = this;
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// initialized = true;
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// }
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void Awake()
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{
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_current = this;
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initialized = true;
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}
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static bool initialized;
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static bool initialized;
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//####作为初始化方法自己调用,可在初始化场景调用一次即可
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public static void Initialize()
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{
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if (!initialized)
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{
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static void Initialize()
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{
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if (!initialized)
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{
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if (!Application.isPlaying)
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return;
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initialized = true;
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GameObject g = new GameObject("Loom");
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//####永不销毁
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DontDestroyOnLoad(g);
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_current = g.AddComponent<Loom>();
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}
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if (!Application.isPlaying)
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return;
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initialized = true;
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var g = new GameObject("Loom");
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_current = g.AddComponent<Loom>();
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}
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}
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}
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private List<Action> _actions = new List<Action>();
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public struct DelayedQueueItem
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{
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public float time;
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public Action action;
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}
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private List<DelayedQueueItem> _delayed = new List<DelayedQueueItem>();
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private List<Action> _actions = new List<Action>();
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public struct DelayedQueueItem
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{
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public float time;
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public Action action;
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}
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private List<DelayedQueueItem> _delayed = new List<DelayedQueueItem>();
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List<DelayedQueueItem> _currentDelayed = new List<DelayedQueueItem>();
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List<DelayedQueueItem> _currentDelayed = new List<DelayedQueueItem>();
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public static void QueueOnMainThread(Action action)
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{
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QueueOnMainThread(action, 0f);
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}
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public static void QueueOnMainThread(Action action, float time)
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{
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if (time != 0)
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{
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if (Current != null)
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{
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lock (Current._delayed)
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{
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Current._delayed.Add(new DelayedQueueItem { time = Time.time + time, action = action });
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}
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}
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}
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else
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{
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if (Current != null)
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{
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lock (Current._actions)
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{
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Current._actions.Add(action);
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}
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}
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}
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}
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public static void QueueOnMainThread(Action action)
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{
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QueueOnMainThread(action, 0f);
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}
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public static void QueueOnMainThread(Action action, float time)
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{
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if (time != 0)
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{
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lock (Current._delayed)
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{
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Current._delayed.Add(new DelayedQueueItem { time = Time.time + time, action = action });
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}
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}
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else
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{
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lock (Current._actions)
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{
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Current._actions.Add(action);
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}
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}
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}
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public static Thread RunAsync(Action a)
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{
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Initialize();
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while (numThreads >= maxThreads)
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{
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Thread.Sleep(1);
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}
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Interlocked.Increment(ref numThreads);
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ThreadPool.QueueUserWorkItem(RunAction, a);
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return null;
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}
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public static Thread RunAsync(Action a)
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{
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Initialize();
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while (numThreads >= maxThreads)
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{
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Thread.Sleep(1);
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}
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Interlocked.Increment(ref numThreads);
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ThreadPool.QueueUserWorkItem(RunAction, a);
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return null;
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}
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private static void RunAction(object action)
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{
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try
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{
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((Action)action)();
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}
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catch
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{
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}
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finally
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{
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Interlocked.Decrement(ref numThreads);
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}
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private static void RunAction(object action)
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{
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try
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{
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((Action)action)();
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}
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catch
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{
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}
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finally
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{
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Interlocked.Decrement(ref numThreads);
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}
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}
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}
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void OnDisable()
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{
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if (_current == this)
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{
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void OnDisable()
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{
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if (_current == this)
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{
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_current = null;
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}
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}
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_current = null;
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}
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}
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// Use this for initialization
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void Start()
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{
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// Use this for initialization
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void Start()
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{
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}
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}
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List<Action> _currentActions = new List<Action>();
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List<Action> _currentActions = new List<Action>();
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// Update is called once per frame
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void Update()
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{
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lock (_actions)
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{
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_currentActions.Clear();
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_currentActions.AddRange(_actions);
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_actions.Clear();
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}
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foreach (var a in _currentActions)
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{
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a();
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}
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lock (_delayed)
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{
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_currentDelayed.Clear();
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_currentDelayed.AddRange(_delayed.Where(d => d.time <= Time.time));
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foreach (var item in _currentDelayed)
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_delayed.Remove(item);
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}
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foreach (var delayed in _currentDelayed)
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{
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delayed.action();
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}
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}
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// Update is called once per frame
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void Update()
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{
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lock (_actions)
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{
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_currentActions.Clear();
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_currentActions.AddRange(_actions);
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_actions.Clear();
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}
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foreach (var a in _currentActions)
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{
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a();
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}
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lock (_delayed)
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{
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_currentDelayed.Clear();
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_currentDelayed.AddRange(_delayed.Where(d => d.time <= Time.time));
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foreach (var item in _currentDelayed)
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_delayed.Remove(item);
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}
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foreach (var delayed in _currentDelayed)
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{
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delayed.action();
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}
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}
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}
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