准备更新BP

This commit is contained in:
2025-11-20 17:29:16 +08:00
parent 18442ae51c
commit 1afdb95231
12 changed files with 1849 additions and 965 deletions

View File

@@ -7,449 +7,4 @@ using UnityEngine;
namespace Convention.Experimental.PublicType
{
/// <summary>
/// 附带有缓存机制的链表类。
/// </summary>
/// <typeparam name="T">指定链表的元素类型。</typeparam>
public sealed class LinkedCacheList<T> : ICollection<T>, IEnumerable<T>, ICollection, IEnumerable
{
private readonly LinkedList<T> m_LinkedList;
/// <summary>
/// 之所以需要这套缓存机制,主要有三点好处:
/// <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>
/// <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>
/// <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>
/// 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。
/// </summary>
private readonly Queue<LinkedListNode<T>> m_CachedNodes;
/// <summary>
/// 初始化游戏框架链表类的新实例。
/// </summary>
public LinkedCacheList()
{
m_LinkedList = new LinkedList<T>();
m_CachedNodes = new Queue<LinkedListNode<T>>();
}
/// <summary>
/// 获取链表中实际包含的结点数量。
/// </summary>
public int Count
{
get
{
return m_LinkedList.Count;
}
}
/// <summary>
/// 获取链表结点缓存数量。
/// </summary>
public int CachedNodeCount
{
get
{
return m_CachedNodes.Count;
}
}
/// <summary>
/// 获取链表的第一个结点。
/// </summary>
public LinkedListNode<T> First
{
get
{
return m_LinkedList.First;
}
}
/// <summary>
/// 获取链表的最后一个结点。
/// </summary>
public LinkedListNode<T> Last
{
get
{
return m_LinkedList.Last;
}
}
/// <summary>
/// 获取一个值,该值指示 ICollection`1 是否为只读。
/// </summary>
public bool IsReadOnly
{
get
{
return ((ICollection<T>)m_LinkedList).IsReadOnly;
}
}
/// <summary>
/// 获取可用于同步对 ICollection 的访问的对象。
/// </summary>
public object SyncRoot
{
get
{
return ((ICollection)m_LinkedList).SyncRoot;
}
}
/// <summary>
/// 获取一个值,该值指示是否同步对 ICollection 的访问(线程安全)。
/// </summary>
public bool IsSynchronized
{
get
{
return ((ICollection)m_LinkedList).IsSynchronized;
}
}
/// <summary>
/// 在链表中指定的现有结点后添加包含指定值的新结点。
/// </summary>
/// <param name="node">指定的现有结点。</param>
/// <param name="value">指定值。</param>
/// <returns>包含指定值的新结点。</returns>
public LinkedListNode<T> AddAfter(LinkedListNode<T> node, T value)
{
LinkedListNode<T> newNode = AcquireNode(value);
m_LinkedList.AddAfter(node, newNode);
return newNode;
}
/// <summary>
/// 在链表中指定的现有结点后添加指定的新结点。
/// </summary>
/// <param name="node">指定的现有结点。</param>
/// <param name="newNode">指定的新结点。</param>
public void AddAfter(LinkedListNode<T> node, LinkedListNode<T> newNode)
{
m_LinkedList.AddAfter(node, newNode);
}
/// <summary>
/// 在链表中指定的现有结点前添加包含指定值的新结点。
/// </summary>
/// <param name="node">指定的现有结点。</param>
/// <param name="value">指定值。</param>
/// <returns>包含指定值的新结点。</returns>
public LinkedListNode<T> AddBefore(LinkedListNode<T> node, T value)
{
LinkedListNode<T> newNode = AcquireNode(value);
m_LinkedList.AddBefore(node, newNode);
return newNode;
}
/// <summary>
/// 在链表中指定的现有结点前添加指定的新结点。
/// </summary>
/// <param name="node">指定的现有结点。</param>
/// <param name="newNode">指定的新结点。</param>
public void AddBefore(LinkedListNode<T> node, LinkedListNode<T> newNode)
{
m_LinkedList.AddBefore(node, newNode);
}
/// <summary>
/// 在链表的开头处添加包含指定值的新结点。
/// </summary>
/// <param name="value">指定值。</param>
/// <returns>包含指定值的新结点。</returns>
public LinkedListNode<T> AddFirst(T value)
{
LinkedListNode<T> node = AcquireNode(value);
m_LinkedList.AddFirst(node);
return node;
}
/// <summary>
/// 在链表的开头处添加指定的新结点。
/// </summary>
/// <param name="node">指定的新结点。</param>
public void AddFirst(LinkedListNode<T> node)
{
m_LinkedList.AddFirst(node);
}
/// <summary>
/// 在链表的结尾处添加包含指定值的新结点。
/// </summary>
/// <param name="value">指定值。</param>
/// <returns>包含指定值的新结点。</returns>
public LinkedListNode<T> AddLast(T value)
{
LinkedListNode<T> node = AcquireNode(value);
m_LinkedList.AddLast(node);
return node;
}
/// <summary>
/// 在链表的结尾处添加指定的新结点。
/// </summary>
/// <param name="node">指定的新结点。</param>
public void AddLast(LinkedListNode<T> node)
{
m_LinkedList.AddLast(node);
}
/// <summary>
/// 从链表中移除所有结点。
/// </summary>
public void Clear()
{
LinkedListNode<T> current = m_LinkedList.First;
while (current != null)
{
ReleaseNode(current);
current = current.Next;
}
m_LinkedList.Clear();
}
/// <summary>
/// 清除链表结点缓存。
/// </summary>
public void ClearCachedNodes()
{
m_CachedNodes.Clear();
}
/// <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();
}
}
}
}

View File

@@ -7,485 +7,4 @@ using UnityEngine;
namespace Convention.Experimental.PublicType
{
/// <summary>
/// <20><><EFBFBD>ýӿڡ<D3BF>
/// </summary>
public interface IReference
{
/// <summary>
/// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>á<EFBFBD>
/// </summary>
void Clear();
}
/// <summary>
/// <20><><EFBFBD>ó<EFBFBD>
/// </summary>
public static partial class ReferencePool
{
private static bool m_EnableStrictCheck = false;
/// <summary>
/// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD>ǿ<EFBFBD>Ƽ<EFBFBD><C6BC><EFBFBD>
/// </summary>
public static bool EnableStrictCheck
{
get
{
return m_EnableStrictCheck;
}
set
{
m_EnableStrictCheck = value;
}
}
private sealed class ReferenceCollection
{
private readonly Queue<IReference> m_References;
private readonly Type m_ReferenceType;
private int m_UsingReferenceCount;
private int m_AcquireReferenceCount;
private int m_ReleaseReferenceCount;
private int m_AddReferenceCount;
private int m_RemoveReferenceCount;
public ReferenceCollection(Type referenceType)
{
m_References = new Queue<IReference>();
m_ReferenceType = referenceType;
m_UsingReferenceCount = 0;
m_AcquireReferenceCount = 0;
m_ReleaseReferenceCount = 0;
m_AddReferenceCount = 0;
m_RemoveReferenceCount = 0;
}
public Type ReferenceType
{
get
{
return m_ReferenceType;
}
}
public int UnusedReferenceCount
{
get
{
return m_References.Count;
}
}
public int UsingReferenceCount
{
get
{
return m_UsingReferenceCount;
}
}
public int AcquireReferenceCount
{
get
{
return m_AcquireReferenceCount;
}
}
public int ReleaseReferenceCount
{
get
{
return m_ReleaseReferenceCount;
}
}
public int AddReferenceCount
{
get
{
return m_AddReferenceCount;
}
}
public int RemoveReferenceCount
{
get
{
return m_RemoveReferenceCount;
}
}
public T Acquire<T>() where T : class, IReference, new()
{
if (typeof(T) != m_ReferenceType)
{
throw new GameException("Type is invalid.");
}
m_UsingReferenceCount++;
m_AcquireReferenceCount++;
lock (m_References)
{
if (m_References.Count > 0)
{
return (T)m_References.Dequeue();
}
}
m_AddReferenceCount++;
return new T();
}
public IReference Acquire()
{
m_UsingReferenceCount++;
m_AcquireReferenceCount++;
lock (m_References)
{
if (m_References.Count > 0)
{
return m_References.Dequeue();
}
}
m_AddReferenceCount++;
return (IReference)Activator.CreateInstance(m_ReferenceType);
}
public void Release(IReference reference)
{
reference.Clear();
lock (m_References)
{
if (m_EnableStrictCheck && m_References.Contains(reference))
{
throw new GameException("The reference has been released.");
}
m_References.Enqueue(reference);
}
m_ReleaseReferenceCount++;
m_UsingReferenceCount--;
}
public void Add<T>(int count) where T : class, IReference, new()
{
if (typeof(T) != m_ReferenceType)
{
throw new GameException("Type is invalid.");
}
lock (m_References)
{
m_AddReferenceCount += count;
while (count-- > 0)
{
m_References.Enqueue(new T());
}
}
}
public void Add(int count)
{
lock (m_References)
{
m_AddReferenceCount += count;
while (count-- > 0)
{
m_References.Enqueue((IReference)Activator.CreateInstance(m_ReferenceType));
}
}
}
public void Remove(int count)
{
lock (m_References)
{
if (count > m_References.Count)
{
count = m_References.Count;
}
m_RemoveReferenceCount += count;
while (count-- > 0)
{
m_References.Dequeue();
}
}
}
public void RemoveAll()
{
lock (m_References)
{
m_RemoveReferenceCount += m_References.Count;
m_References.Clear();
}
}
}
private static readonly Dictionary<Type, ReferenceCollection> s_ReferenceCollections = new();
/// <summary>
/// <20><>ȡ<EFBFBD><C8A1><EFBFBD>óص<C3B3><D8B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// </summary>
public static int Count
{
get
{
return s_ReferenceCollections.Count;
}
}
/// <summary>
/// <20><><EFBFBD>ó<EFBFBD><C3B3><EFBFBD>Ϣ
/// </summary>
[StructLayout(LayoutKind.Auto)]
public readonly struct ReferencePoolInfo
{
/// <summary>
/// <20><><EFBFBD>ó<EFBFBD><C3B3><EFBFBD><EFBFBD><EFBFBD>
/// </summary>
public readonly Type Type;
/// <summary>
/// δʹ<CEB4><CAB9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// </summary>
public readonly int UnusedReferenceCount;
/// <summary>
/// <20><><EFBFBD><EFBFBD>ʹ<EFBFBD><CAB9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// </summary>
public readonly int UsingReferenceCount;
/// <summary>
/// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// </summary>
public readonly int AcquireReferenceCount;
/// <summary>
/// <20><EFBFBD><E9BBB9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// </summary>
public readonly int ReleaseReferenceCount;
/// <summary>
/// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// </summary>
public readonly int AddReferenceCount;
/// <summary>
/// <20>Ƴ<EFBFBD><C6B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// </summary>
public readonly int RemoveReferenceCount;
/// <summary>
/// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD>ó<EFBFBD><C3B3><EFBFBD>Ϣ<EFBFBD><CFA2><EFBFBD><EFBFBD>ʵ<EFBFBD><CAB5><EFBFBD><EFBFBD>
/// </summary>
/// <param name="type"><3E><><EFBFBD>ó<EFBFBD><C3B3><EFBFBD><EFBFBD>͡<EFBFBD></param>
/// <param name="unusedReferenceCount">δʹ<CEB4><CAB9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD></param>
/// <param name="usingReferenceCount"><3E><><EFBFBD><EFBFBD>ʹ<EFBFBD><CAB9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD></param>
/// <param name="acquireReferenceCount"><3E><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD></param>
/// <param name="releaseReferenceCount"><3E><EFBFBD><E9BBB9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD></param>
/// <param name="addReferenceCount"><3E><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD></param>
/// <param name="removeReferenceCount"><3E>Ƴ<EFBFBD><C6B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD></param>
public ReferencePoolInfo(Type type,
int unusedReferenceCount,
int usingReferenceCount,
int acquireReferenceCount,
int releaseReferenceCount,
int addReferenceCount,
int removeReferenceCount)
{
this.Type = type;
this.UnusedReferenceCount = unusedReferenceCount;
this.UsingReferenceCount = usingReferenceCount;
this.AcquireReferenceCount = acquireReferenceCount;
this.ReleaseReferenceCount = releaseReferenceCount;
this.AddReferenceCount = addReferenceCount;
this.RemoveReferenceCount = removeReferenceCount;
}
}
/// <summary>
/// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>óص<C3B3><D8B5><EFBFBD>Ϣ
/// </summary>
/// <returns><3E><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>óص<C3B3><D8B5><EFBFBD>Ϣ</returns>
public static ReferencePoolInfo[] GetAllReferencePoolInfos()
{
int index = 0;
ReferencePoolInfo[] results = null;
lock (s_ReferenceCollections)
{
results = new ReferencePoolInfo[s_ReferenceCollections.Count];
foreach (var (key,value) in s_ReferenceCollections)
{
results[index++] = new ReferencePoolInfo(key,
value.UnusedReferenceCount,
value.UsingReferenceCount,
value.AcquireReferenceCount,
value.ReleaseReferenceCount,
value.AddReferenceCount,
value.RemoveReferenceCount);
}
}
return results;
}
/// <summary>
/// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ó<EFBFBD>
/// </summary>
public static void ClearAll()
{
lock (s_ReferenceCollections)
{
foreach (var (_, value) in s_ReferenceCollections)
{
value.RemoveAll();
}
s_ReferenceCollections.Clear();
}
}
private static ReferenceCollection GetReferenceCollection(Type referenceType)
{
if (referenceType == null)
{
throw new GameException("ReferenceType is invalid.");
}
ReferenceCollection referenceCollection = null;
lock (s_ReferenceCollections)
{
if (!s_ReferenceCollections.TryGetValue(referenceType, out referenceCollection))
{
referenceCollection = new ReferenceCollection(referenceType);
s_ReferenceCollections.Add(referenceType, referenceCollection);
}
}
return referenceCollection;
}
private static void InternalCheckReferenceType(Type referenceType)
{
if (!m_EnableStrictCheck)
{
return;
}
if (referenceType == null)
{
throw new GameException("Reference type is invalid.");
}
if (!referenceType.IsClass || referenceType.IsAbstract)
{
throw new GameException("Reference type is not a non-abstract class type.");
}
if (!typeof(IReference).IsAssignableFrom(referenceType))
{
throw new GameException($"Reference type '{referenceType.FullName}' is invalid.");
}
}
/// <summary>
/// <20><><EFBFBD><EFBFBD><EFBFBD>óػ<C3B3>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>
/// </summary>
/// <param name="referenceType"><3E><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD></param>
/// <returns><3E><><EFBFBD><EFBFBD></returns>
public static IReference Acquire(Type referenceType)
{
InternalCheckReferenceType(referenceType);
return GetReferenceCollection(referenceType).Acquire();
}
/// <summary>
/// <20><><EFBFBD><EFBFBD><EFBFBD>óػ<C3B3>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>
/// </summary>
/// <typeparam name="T"><3E><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD></typeparam>
/// <returns><3E><><EFBFBD><EFBFBD></returns>
public static T Acquire<T>() where T : class, IReference, new()
{
return GetReferenceCollection(typeof(T)).Acquire<T>();
}
/// <summary>
/// <20><><EFBFBD><EFBFBD><EFBFBD>ù黹<C3B9><E9BBB9><EFBFBD>ó<EFBFBD>
/// </summary>
/// <param name="reference"><3E><><EFBFBD><EFBFBD></param>
public static void Release(IReference reference)
{
if (reference == null)
{
throw new GameException("Reference is invalid.");
}
Type referenceType = reference.GetType();
InternalCheckReferenceType(referenceType);
GetReferenceCollection(referenceType).Release(reference);
}
/// <summary>
/// <20><><EFBFBD><EFBFBD><EFBFBD>ó<EFBFBD><C3B3><EFBFBD>׷<EFBFBD><D7B7>ָ<EFBFBD><D6B8><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// </summary>
/// <typeparam name="T"><3E><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD></typeparam>
/// <param name="count">׷<><D7B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD></param>
public static void Add<T>(int count) where T : class, IReference, new()
{
GetReferenceCollection(typeof(T)).Add<T>(count);
}
/// <summary>
/// <20><><EFBFBD><EFBFBD><EFBFBD>ó<EFBFBD><C3B3><EFBFBD>׷<EFBFBD><D7B7>ָ<EFBFBD><D6B8><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// </summary>
/// <param name="referenceType"><3E><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD></param>
/// <param name="count">׷<><D7B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD></param>
public static void Add(Type referenceType, int count)
{
InternalCheckReferenceType(referenceType);
GetReferenceCollection(referenceType).Add(count);
}
/// <summary>
/// <20><><EFBFBD><EFBFBD><EFBFBD>ó<EFBFBD><C3B3><EFBFBD><EFBFBD>Ƴ<EFBFBD>ָ<EFBFBD><D6B8><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// </summary>
/// <typeparam name="T"><3E><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD></typeparam>
/// <param name="count"><3E>Ƴ<EFBFBD><C6B3><EFBFBD><EFBFBD><EFBFBD></param>
public static void Remove<T>(int count) where T : class, IReference
{
GetReferenceCollection(typeof(T)).Remove(count);
}
/// <summary>
/// <20><><EFBFBD><EFBFBD><EFBFBD>ó<EFBFBD><C3B3><EFBFBD><EFBFBD>Ƴ<EFBFBD>ָ<EFBFBD><D6B8><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// </summary>
/// <param name="referenceType"><3E><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD></param>
/// <param name="count"><3E>Ƴ<EFBFBD><C6B3><EFBFBD><EFBFBD><EFBFBD></param>
public static void Remove(Type referenceType, int count)
{
InternalCheckReferenceType(referenceType);
GetReferenceCollection(referenceType).Remove(count);
}
/// <summary>
/// <20><><EFBFBD><EFBFBD><EFBFBD>ó<EFBFBD><C3B3><EFBFBD><EFBFBD>Ƴ<EFBFBD><C6B3><EFBFBD><EFBFBD>е<EFBFBD><D0B5><EFBFBD><EFBFBD><EFBFBD>
/// </summary>
/// <typeparam name="T"><3E><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD></typeparam>
public static void RemoveAll<T>() where T : class, IReference
{
GetReferenceCollection(typeof(T)).RemoveAll();
}
/// <summary>
/// <20><><EFBFBD><EFBFBD><EFBFBD>ó<EFBFBD><C3B3><EFBFBD><EFBFBD>Ƴ<EFBFBD><C6B3><EFBFBD><EFBFBD>е<EFBFBD><D0B5><EFBFBD><EFBFBD>á<EFBFBD>
/// </summary>
/// <param name="referenceType"><3E><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>͡<EFBFBD></param>
public static void RemoveAll(Type referenceType)
{
InternalCheckReferenceType(referenceType);
GetReferenceCollection(referenceType).RemoveAll();
}
}
}