从ellan/GameFramework中合并新的工具
This commit is contained in:
52
Convention/[Architecture]/PublicType/GameException.cs
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52
Convention/[Architecture]/PublicType/GameException.cs
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Runtime.Serialization;
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using UnityEngine;
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namespace Convention.Experimental.PublicType
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{
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/// <summary>
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/// <20><>Ϸ<EFBFBD><CFB7><EFBFBD><EFBFBD><EFBFBD>쳣<EFBFBD>ࡣ
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/// </summary>
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[Serializable]
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public class GameException : Exception
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{
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/// <summary>
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/// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD>Ϸ<EFBFBD><CFB7><EFBFBD><EFBFBD><EFBFBD>쳣<EFBFBD><ECB3A3><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʵ<EFBFBD><CAB5><EFBFBD><EFBFBD>
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/// </summary>
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public GameException()
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: base()
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{
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}
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/// <summary>
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/// ʹ<><CAB9>ָ<EFBFBD><D6B8><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ<EFBFBD><CFA2>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD>Ϸ<EFBFBD><CFB7><EFBFBD><EFBFBD><EFBFBD>쳣<EFBFBD><ECB3A3><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʵ<EFBFBD><CAB5><EFBFBD><EFBFBD>
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/// </summary>
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/// <param name="message"><3E><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ<EFBFBD><CFA2></param>
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public GameException(string message)
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: base(message)
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{
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}
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/// <summary>
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/// ʹ<><CAB9>ָ<EFBFBD><D6B8><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ<EFBFBD>Ͷ<EFBFBD><CDB6><EFBFBD>Ϊ<EFBFBD><CEAA><EFBFBD>쳣ԭ<ECB3A3><D4AD><EFBFBD><EFBFBD><EFBFBD>ڲ<EFBFBD><DAB2>쳣<EFBFBD><ECB3A3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD>Ϸ<EFBFBD><CFB7><EFBFBD><EFBFBD><EFBFBD>쳣<EFBFBD><ECB3A3><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʵ<EFBFBD><CAB5><EFBFBD><EFBFBD>
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/// </summary>
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/// <param name="message"><3E><><EFBFBD><EFBFBD><EFBFBD>쳣ԭ<ECB3A3><D4AD><EFBFBD>Ĵ<EFBFBD><C4B4><EFBFBD><EFBFBD><EFBFBD>Ϣ<EFBFBD><CFA2></param>
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/// <param name="innerException"><3E><><EFBFBD>µ<EFBFBD>ǰ<EFBFBD>쳣<EFBFBD><ECB3A3><EFBFBD>쳣<EFBFBD><ECB3A3><EFBFBD><EFBFBD><EFBFBD><EFBFBD> innerException <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊ<EFBFBD><CEAA><EFBFBD><EFBFBD><EFBFBD>ã<EFBFBD><C3A3><EFBFBD><EFBFBD>ڴ<EFBFBD><DAB4><EFBFBD><EFBFBD>ڲ<EFBFBD><DAB2>쳣<EFBFBD><ECB3A3> catch <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ǰ<EFBFBD>쳣<EFBFBD><ECB3A3></param>
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public GameException(string message, Exception innerException)
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: base(message, innerException)
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{
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}
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/// <summary>
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/// <20><><EFBFBD><EFBFBD><EFBFBD>л<EFBFBD><D0BB><EFBFBD><EFBFBD>ݳ<EFBFBD>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD>Ϸ<EFBFBD><CFB7><EFBFBD><EFBFBD><EFBFBD>쳣<EFBFBD><ECB3A3><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʵ<EFBFBD><CAB5><EFBFBD><EFBFBD>
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/// </summary>
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/// <param name="info"><3E><><EFBFBD><EFBFBD><EFBFBD>й<EFBFBD><D0B9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>쳣<EFBFBD><ECB3A3><EFBFBD><EFBFBD><EFBFBD>л<EFBFBD><D0BB>Ķ<EFBFBD><C4B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ݡ<EFBFBD></param>
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/// <param name="context"><3E><><EFBFBD><EFBFBD><EFBFBD>й<EFBFBD>Դ<EFBFBD><D4B4>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ<EFBFBD><CFA2></param>
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protected GameException(SerializationInfo info, StreamingContext context)
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: base(info, context)
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{
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}
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}
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}
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11
Convention/[Architecture]/PublicType/GameException.cs.meta
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11
Convention/[Architecture]/PublicType/GameException.cs.meta
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 93a229364c4ce134aa9548ad57f9e790
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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36
Convention/[Architecture]/PublicType/GameModule.cs
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36
Convention/[Architecture]/PublicType/GameModule.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Convention.Experimental.PublicType
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{
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/// <summary>
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/// <20><>Ϸ<EFBFBD><CFB7><EFBFBD><EFBFBD>ģ<EFBFBD><C4A3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ࡣ
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/// </summary>
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public abstract class GameModule
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{
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/// <summary>
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/// <20><>ȡ<EFBFBD><C8A1>Ϸ<EFBFBD><CFB7><EFBFBD><EFBFBD>ģ<EFBFBD><C4A3><EFBFBD><EFBFBD><EFBFBD>ȼ<EFBFBD><C8BC><EFBFBD>
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/// </summary>
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/// <remarks><3E><><EFBFBD>ȼ<EFBFBD><C8BC>ϸߵ<CFB8>ģ<EFBFBD><C4A3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ѯ<EFBFBD><D1AF><EFBFBD><EFBFBD><EFBFBD>ҹرղ<D8B1><D5B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>С<EFBFBD></remarks>
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internal virtual int Priority
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{
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get
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{
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return 0;
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}
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}
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/// <summary>
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/// <20><>Ϸ<EFBFBD><CFB7><EFBFBD><EFBFBD>ģ<EFBFBD><C4A3><EFBFBD><EFBFBD>ѯ<EFBFBD><D1AF>
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/// </summary>
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/// <param name="elapseSeconds"><3E><EFBFBD><DFBC><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD>䣬<EFBFBD><E4A3AC><EFBFBD><EFBFBD>Ϊ<EFBFBD><CEAA>λ<EFBFBD><CEBB></param>
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/// <param name="realElapseSeconds"><3E><>ʵ<EFBFBD><CAB5><EFBFBD><EFBFBD>ʱ<EFBFBD>䣬<EFBFBD><E4A3AC><EFBFBD><EFBFBD>Ϊ<EFBFBD><CEAA>λ<EFBFBD><CEBB></param>
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internal abstract void Update(float elapseSeconds, float realElapseSeconds);
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/// <summary>
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/// <20>رղ<D8B1><D5B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϸ<EFBFBD><CFB7><EFBFBD><EFBFBD>ģ<EFBFBD>顣
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/// </summary>
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internal abstract void Shutdown();
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}
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}
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11
Convention/[Architecture]/PublicType/GameModule.cs.meta
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11
Convention/[Architecture]/PublicType/GameModule.cs.meta
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 2f8a535a831e2c44097dcac4a87db7ff
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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455
Convention/[Architecture]/PublicType/LinkedCacheList.cs
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455
Convention/[Architecture]/PublicType/LinkedCacheList.cs
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@@ -0,0 +1,455 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Runtime.InteropServices;
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using UnityEngine;
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namespace Convention.Experimental.PublicType
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{
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/// <summary>
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/// 附带有缓存机制的链表类。
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/// </summary>
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/// <typeparam name="T">指定链表的元素类型。</typeparam>
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public sealed class LinkedCacheList<T> : ICollection<T>, IEnumerable<T>, ICollection, IEnumerable
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{
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private readonly LinkedList<T> m_LinkedList;
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/// <summary>
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/// 之所以需要这套缓存机制,主要有三点好处:
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/// <list type="bullet">减少 GC 压力:大量频繁的插入/删除会产生很多短生命周期的节点对象,通过复用可以显著降低托管堆的分配与回收次数</list>
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/// <list type="bullet">提升性能:避免频繁 new 和 GC,能减少停顿时间,提高链表在高频操作场景下的吞吐</list>
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/// <list type="bullet">便于观察与管理:类中还提供了 CachedNodeCount 方便调试统计缓存规模,必要时可通过 ClearCachedNodes 主动释放</list>
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/// 适用场景是节点使用模式“高频增删但总量有限”,此时缓存能稳定性能;若链表规模始终在增长且很少释放,缓存收益会较低。
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/// </summary>
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private readonly Queue<LinkedListNode<T>> m_CachedNodes;
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/// <summary>
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/// 初始化游戏框架链表类的新实例。
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/// </summary>
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public LinkedCacheList()
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{
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m_LinkedList = new LinkedList<T>();
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m_CachedNodes = new Queue<LinkedListNode<T>>();
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}
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/// <summary>
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/// 获取链表中实际包含的结点数量。
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/// </summary>
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public int Count
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{
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get
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{
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return m_LinkedList.Count;
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}
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}
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/// <summary>
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/// 获取链表结点缓存数量。
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/// </summary>
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public int CachedNodeCount
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{
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get
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{
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return m_CachedNodes.Count;
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}
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}
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/// <summary>
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/// 获取链表的第一个结点。
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/// </summary>
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public LinkedListNode<T> First
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{
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get
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{
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return m_LinkedList.First;
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}
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}
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/// <summary>
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/// 获取链表的最后一个结点。
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/// </summary>
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public LinkedListNode<T> Last
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{
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get
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{
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return m_LinkedList.Last;
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}
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}
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/// <summary>
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/// 获取一个值,该值指示 ICollection`1 是否为只读。
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/// </summary>
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public bool IsReadOnly
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{
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get
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{
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return ((ICollection<T>)m_LinkedList).IsReadOnly;
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}
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}
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/// <summary>
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/// 获取可用于同步对 ICollection 的访问的对象。
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/// </summary>
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public object SyncRoot
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{
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get
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{
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return ((ICollection)m_LinkedList).SyncRoot;
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}
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}
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/// <summary>
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/// 获取一个值,该值指示是否同步对 ICollection 的访问(线程安全)。
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/// </summary>
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public bool IsSynchronized
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{
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get
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{
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return ((ICollection)m_LinkedList).IsSynchronized;
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}
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}
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/// <summary>
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/// 在链表中指定的现有结点后添加包含指定值的新结点。
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/// </summary>
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/// <param name="node">指定的现有结点。</param>
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/// <param name="value">指定值。</param>
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/// <returns>包含指定值的新结点。</returns>
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public LinkedListNode<T> AddAfter(LinkedListNode<T> node, T value)
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{
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LinkedListNode<T> newNode = AcquireNode(value);
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m_LinkedList.AddAfter(node, newNode);
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return newNode;
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}
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/// <summary>
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/// 在链表中指定的现有结点后添加指定的新结点。
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/// </summary>
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/// <param name="node">指定的现有结点。</param>
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/// <param name="newNode">指定的新结点。</param>
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public void AddAfter(LinkedListNode<T> node, LinkedListNode<T> newNode)
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{
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m_LinkedList.AddAfter(node, newNode);
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}
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/// <summary>
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/// 在链表中指定的现有结点前添加包含指定值的新结点。
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/// </summary>
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/// <param name="node">指定的现有结点。</param>
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/// <param name="value">指定值。</param>
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/// <returns>包含指定值的新结点。</returns>
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public LinkedListNode<T> AddBefore(LinkedListNode<T> node, T value)
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{
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LinkedListNode<T> newNode = AcquireNode(value);
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m_LinkedList.AddBefore(node, newNode);
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return newNode;
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}
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/// <summary>
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/// 在链表中指定的现有结点前添加指定的新结点。
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/// </summary>
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/// <param name="node">指定的现有结点。</param>
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/// <param name="newNode">指定的新结点。</param>
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public void AddBefore(LinkedListNode<T> node, LinkedListNode<T> newNode)
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{
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m_LinkedList.AddBefore(node, newNode);
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}
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/// <summary>
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/// 在链表的开头处添加包含指定值的新结点。
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/// </summary>
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/// <param name="value">指定值。</param>
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/// <returns>包含指定值的新结点。</returns>
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public LinkedListNode<T> AddFirst(T value)
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{
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LinkedListNode<T> node = AcquireNode(value);
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m_LinkedList.AddFirst(node);
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return node;
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}
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/// <summary>
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/// 在链表的开头处添加指定的新结点。
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/// </summary>
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/// <param name="node">指定的新结点。</param>
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public void AddFirst(LinkedListNode<T> node)
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{
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m_LinkedList.AddFirst(node);
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}
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/// <summary>
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/// 在链表的结尾处添加包含指定值的新结点。
|
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/// </summary>
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||||
/// <param name="value">指定值。</param>
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||||
/// <returns>包含指定值的新结点。</returns>
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||||
public LinkedListNode<T> AddLast(T value)
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{
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LinkedListNode<T> node = AcquireNode(value);
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m_LinkedList.AddLast(node);
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return node;
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||||
}
|
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/// <summary>
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/// 在链表的结尾处添加指定的新结点。
|
||||
/// </summary>
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||||
/// <param name="node">指定的新结点。</param>
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||||
public void AddLast(LinkedListNode<T> node)
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||||
{
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m_LinkedList.AddLast(node);
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||||
}
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|
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/// <summary>
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/// 从链表中移除所有结点。
|
||||
/// </summary>
|
||||
public void Clear()
|
||||
{
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||||
LinkedListNode<T> current = m_LinkedList.First;
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while (current != null)
|
||||
{
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ReleaseNode(current);
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current = current.Next;
|
||||
}
|
||||
|
||||
m_LinkedList.Clear();
|
||||
}
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||||
|
||||
/// <summary>
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||||
/// 清除链表结点缓存。
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||||
/// </summary>
|
||||
public void ClearCachedNodes()
|
||||
{
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||||
m_CachedNodes.Clear();
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||||
}
|
||||
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||||
/// <summary>
|
||||
/// 确定某值是否在链表中。
|
||||
/// </summary>
|
||||
/// <param name="value">指定值。</param>
|
||||
/// <returns>某值是否在链表中。</returns>
|
||||
public bool Contains(T value)
|
||||
{
|
||||
return m_LinkedList.Contains(value);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 从目标数组的指定索引处开始将整个链表复制到兼容的一维数组。
|
||||
/// </summary>
|
||||
/// <param name="array">一维数组,它是从链表复制的元素的目标。数组必须具有从零开始的索引。</param>
|
||||
/// <param name="index">array 中从零开始的索引,从此处开始复制。</param>
|
||||
public void CopyTo(T[] array, int index)
|
||||
{
|
||||
m_LinkedList.CopyTo(array, index);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 从特定的 ICollection 索引开始,将数组的元素复制到一个数组中。
|
||||
/// </summary>
|
||||
/// <param name="array">一维数组,它是从 ICollection 复制的元素的目标。数组必须具有从零开始的索引。</param>
|
||||
/// <param name="index">array 中从零开始的索引,从此处开始复制。</param>
|
||||
public void CopyTo(Array array, int index)
|
||||
{
|
||||
((ICollection)m_LinkedList).CopyTo(array, index);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 查找包含指定值的第一个结点。
|
||||
/// </summary>
|
||||
/// <param name="value">要查找的指定值。</param>
|
||||
/// <returns>包含指定值的第一个结点。</returns>
|
||||
public LinkedListNode<T> Find(T value)
|
||||
{
|
||||
return m_LinkedList.Find(value);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 查找包含指定值的最后一个结点。
|
||||
/// </summary>
|
||||
/// <param name="value">要查找的指定值。</param>
|
||||
/// <returns>包含指定值的最后一个结点。</returns>
|
||||
public LinkedListNode<T> FindLast(T value)
|
||||
{
|
||||
return m_LinkedList.FindLast(value);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 从链表中移除指定值的第一个匹配项。
|
||||
/// </summary>
|
||||
/// <param name="value">指定值。</param>
|
||||
/// <returns>是否移除成功。</returns>
|
||||
public bool Remove(T value)
|
||||
{
|
||||
LinkedListNode<T> node = m_LinkedList.Find(value);
|
||||
if (node != null)
|
||||
{
|
||||
m_LinkedList.Remove(node);
|
||||
ReleaseNode(node);
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 从链表中移除指定的结点。
|
||||
/// </summary>
|
||||
/// <param name="node">指定的结点。</param>
|
||||
public void Remove(LinkedListNode<T> node)
|
||||
{
|
||||
m_LinkedList.Remove(node);
|
||||
ReleaseNode(node);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 移除位于链表开头处的结点。
|
||||
/// </summary>
|
||||
public void RemoveFirst()
|
||||
{
|
||||
LinkedListNode<T> first = m_LinkedList.First;
|
||||
if (first == null)
|
||||
{
|
||||
throw new GameException("First is invalid.");
|
||||
}
|
||||
|
||||
m_LinkedList.RemoveFirst();
|
||||
ReleaseNode(first);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 移除位于链表结尾处的结点。
|
||||
/// </summary>
|
||||
public void RemoveLast()
|
||||
{
|
||||
LinkedListNode<T> last = m_LinkedList.Last;
|
||||
if (last == null)
|
||||
{
|
||||
throw new GameException("Last is invalid.");
|
||||
}
|
||||
|
||||
m_LinkedList.RemoveLast();
|
||||
ReleaseNode(last);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 返回循环访问集合的枚举数。
|
||||
/// </summary>
|
||||
/// <returns>循环访问集合的枚举数。</returns>
|
||||
public Enumerator GetEnumerator()
|
||||
{
|
||||
return new Enumerator(m_LinkedList);
|
||||
}
|
||||
|
||||
private LinkedListNode<T> AcquireNode(T value)
|
||||
{
|
||||
LinkedListNode<T> node = null;
|
||||
if (m_CachedNodes.Count > 0)
|
||||
{
|
||||
node = m_CachedNodes.Dequeue();
|
||||
node.Value = value;
|
||||
}
|
||||
else
|
||||
{
|
||||
node = new LinkedListNode<T>(value);
|
||||
}
|
||||
|
||||
return node;
|
||||
}
|
||||
|
||||
private void ReleaseNode(LinkedListNode<T> node)
|
||||
{
|
||||
node.Value = default(T);
|
||||
m_CachedNodes.Enqueue(node);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 将值添加到 ICollection`1 的结尾处。
|
||||
/// </summary>
|
||||
/// <param name="value">要添加的值。</param>
|
||||
void ICollection<T>.Add(T value)
|
||||
{
|
||||
AddLast(value);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 返回循环访问集合的枚举数。
|
||||
/// </summary>
|
||||
/// <returns>循环访问集合的枚举数。</returns>
|
||||
IEnumerator<T> IEnumerable<T>.GetEnumerator()
|
||||
{
|
||||
return GetEnumerator();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 返回循环访问集合的枚举数。
|
||||
/// </summary>
|
||||
/// <returns>循环访问集合的枚举数。</returns>
|
||||
IEnumerator IEnumerable.GetEnumerator()
|
||||
{
|
||||
return GetEnumerator();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 循环访问集合的枚举数。
|
||||
/// </summary>
|
||||
[StructLayout(LayoutKind.Auto)]
|
||||
public struct Enumerator : IEnumerator<T>, IEnumerator
|
||||
{
|
||||
private LinkedList<T>.Enumerator m_Enumerator;
|
||||
|
||||
internal Enumerator(LinkedList<T> linkedList)
|
||||
{
|
||||
if (linkedList == null)
|
||||
{
|
||||
throw new GameException("Linked list is invalid.");
|
||||
}
|
||||
|
||||
m_Enumerator = linkedList.GetEnumerator();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取当前结点。
|
||||
/// </summary>
|
||||
public T Current
|
||||
{
|
||||
get
|
||||
{
|
||||
return m_Enumerator.Current;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取当前的枚举数。
|
||||
/// </summary>
|
||||
object IEnumerator.Current
|
||||
{
|
||||
get
|
||||
{
|
||||
return m_Enumerator.Current;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 清理枚举数。
|
||||
/// </summary>
|
||||
public void Dispose()
|
||||
{
|
||||
m_Enumerator.Dispose();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取下一个结点。
|
||||
/// </summary>
|
||||
/// <returns>返回下一个结点。</returns>
|
||||
public bool MoveNext()
|
||||
{
|
||||
return m_Enumerator.MoveNext();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 重置枚举数。
|
||||
/// </summary>
|
||||
void IEnumerator.Reset()
|
||||
{
|
||||
((IEnumerator<T>)m_Enumerator).Reset();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Convention/[Architecture]/PublicType/LinkedCacheList.cs.meta
Normal file
11
Convention/[Architecture]/PublicType/LinkedCacheList.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 34c26073576fd3b488f2b547e7e8eb0a
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user