6f1ef9c84f
* Fixed dependency * Updates to NeoDictionary * Changes to NeoDictionary * Started working on a Git implementation to integrate into Game Engines in the future * Added commit functionality to the git library * New changes * Added select for NeoDictionary.cs * Fixed issue with previous new method * Added a Benchmarking Tool to be used mostly in game engines * Added IndexOf to NeoDictionary.cs * Added new method for BenchmarkUtility.cs * added an instacedobject class * Added a new shuffle method for lists * fixed return type * Added new Changelog generator * Added new Game logic library to assist with game projects * Added Web Project * Added Nuget package configs * Add workflow for publishing game library NuGet package * Add README for OmegaLeo's Helper Library * Updated Website to reflect all libraries * Fixed missing library in Changelog * Added Contributing and Code of Conduct
73 lines
2.6 KiB
C#
73 lines
2.6 KiB
C#
using System;
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using System.Collections.Generic;
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using NetFlow.DocumentationHelper.Library.Attributes;
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using OmegaLeo.HelperLib.Game.Handlers;
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using OmegaLeo.HelperLib.Game.Models;
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namespace OmegaLeo.HelperLib.Game.Services
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{
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public class DelayedActionManager
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{
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private readonly List<DelayedAction> _pendingActions = new List<DelayedAction>();
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private readonly List<DelayedAction> _actionsToRemove = new List<DelayedAction>();
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[Documentation(nameof(RunAfter), "Schedules an action to run after a specified delay.")]
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public void RunAfter(float delaySeconds, Action action)
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{
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_pendingActions.Add(new DelayedAction(delaySeconds, action, false));
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}
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[Documentation(nameof(RunRepeating), "Schedules an action to run repeatedly at specified intervals.")]
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public void RunRepeating(float intervalSeconds, Action action)
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{
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_pendingActions.Add(new DelayedAction(intervalSeconds, action, true));
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}
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[Documentation(nameof(RunAfterCancellable), "Schedules an action to run after a delay and returns a handler to cancel it if needed.")]
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public DelayedActionHandler RunAfterCancellable(float delaySeconds, Action action)
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{
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var delayedAction = new DelayedAction(delaySeconds, action, false);
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_pendingActions.Add(delayedAction);
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return new DelayedActionHandler(delayedAction);
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}
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public void Update(float deltaTime)
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{
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_actionsToRemove.Clear();
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foreach (var action in _pendingActions)
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{
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action.TimeRemaining -= deltaTime;
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if (action.TimeRemaining <= 0)
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{
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if (!action.IsCancelled)
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action.Action?.Invoke();
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if (action.IsRepeating && !action.IsCancelled)
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{
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action.TimeRemaining = action.InitialDelay;
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}
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else
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{
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_actionsToRemove.Add(action);
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}
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}
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}
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foreach (var action in _actionsToRemove)
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{
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_pendingActions.Remove(action);
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}
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}
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[Documentation(nameof(CancelAll), "Cancels all pending delayed actions.")]
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public void CancelAll()
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{
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_pendingActions.Clear();
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}
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[Documentation(nameof(PendingActionsCount), "Gets the count of pending delayed actions.")]
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public int PendingActionsCount => _pendingActions.Count;
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}
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} |