123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512 |
- //-------------------------------------------------
- // NGUI: Next-Gen UI kit
- // Copyright © 2011-2017 Tasharen Entertainment Inc
- //-------------------------------------------------
- #if !COMBAT_SERVER
- using UnityEngine;
- #endif
- using System;
- using System.Collections.Generic;
- using System.Diagnostics;
- using CombatLibrary.CombatLibrary.CombatCore;
- #if !COMBAT_SERVER
- using Debug = UnityEngine.Debug;
- #endif
- /// <summary>
- /// This improved version of the System.Collections.Generic.List that doesn't release the buffer on Clear(),
- /// resulting in better performance and less garbage collection.
- /// PRO: BetterList performs faster than List when you Add and Remove items (although slower if you remove from the beginning).
- /// CON: BetterList performs worse when sorting the list. If your operations involve sorting, use the standard List instead.
- /// </summary>
- public class BetterList<T> : IDisposable
- {
- public int tranId;
- #if UNITY_FLASH
- List<T> mList = new List<T>();
-
- /// <summary>
- /// Direct access to the buffer. Note that you should not use its 'Length' parameter, but instead use BetterList.size.
- /// </summary>
-
- public T this[int i]
- {
- get { return mList[i]; }
- set { mList[i] = value; }
- }
-
- /// <summary>
- /// Compatibility with the non-flash syntax.
- /// </summary>
-
- public List<T> buffer { get { return mList; } }
- /// <summary>
- /// Direct access to the buffer's size. Note that it's only public for speed and efficiency. You shouldn't modify it.
- /// </summary>
- public int size { get { return mList.Count; } }
- /// <summary>
- /// For 'foreach' functionality.
- /// </summary>
- public IEnumerator<T> GetEnumerator () { return mList.GetEnumerator(); }
- /// <summary>
- /// Clear the array by resetting its size to zero. Note that the memory is not actually released.
- /// </summary>
- public void Clear () { mList.Clear(); }
- /// <summary>
- /// Clear the array and release the used memory.
- /// </summary>
- public void Release () { mList.Clear(); }
- /// <summary>
- /// Add the specified item to the end of the list.
- /// </summary>
- public void Add (T item) { mList.Add(item); }
- /// <summary>
- /// Insert an item at the specified index, pushing the entries back.
- /// </summary>
- public void Insert (int index, T item)
- {
- if (index > -1 && index < mList.Count) mList.Insert(index, item);
- else mList.Add(item);
- }
- /// <summary>
- /// Returns 'true' if the specified item is within the list.
- /// </summary>
- public bool Contains (T item) { return mList.Contains(item); }
- /// <summary>
- /// Return the index of the specified item.
- /// </summary>
- public int IndexOf (T item) { return mList.IndexOf(item); }
- /// <summary>
- /// Remove the specified item from the list. Note that RemoveAt() is faster and is advisable if you already know the index.
- /// </summary>
- public bool Remove (T item) { return mList.Remove(item); }
- /// <summary>
- /// Remove an item at the specified index.
- /// </summary>
- public void RemoveAt (int index) { mList.RemoveAt(index); }
- /// <summary>
- /// Remove an item from the end.
- /// </summary>
- public T Pop ()
- {
- if (buffer != null && size != 0)
- {
- T val = buffer[mList.Count - 1];
- mList.RemoveAt(mList.Count - 1);
- return val;
- }
- return default(T);
- }
- /// <summary>
- /// Mimic List's ToArray() functionality, except that in this case the list is resized to match the current size.
- /// </summary>
- public T[] ToArray () { return mList.ToArray(); }
- /// <summary>
- /// List.Sort equivalent.
- /// </summary>
- public void Sort (System.Comparison<T> comparer) { mList.Sort(comparer); }
- #else
- /// <summary>
- /// Direct access to the buffer. Note that you should not use its 'Length' parameter, but instead use BetterList.size.
- /// </summary>
- public T[] buffer;
- private int buffSize = 8;
- public int Count
- {
- get { return size; }
- }
- public bool isNotPool = true;
- /// <summary>
- /// Direct access to the buffer's size. Note that it's only public for speed and efficiency. You shouldn't modify it.
- /// </summary>
- public int size = 0;
- // /// <summary>
- // /// For 'foreach' functionality.
- // /// </summary>
- // [DebuggerHidden]
- // [DebuggerStepThrough]
- // public IEnumerator<T> GetEnumerator()
- // {
- // if (buffer != null)
- // {
- // for (int i = 0; i < size; ++i)
- // {
- // yield return buffer[i];
- // }
- // }
- // }
- public BetterList()
- {
- isNotPool = true;
- }
- // ~BetterList()
- // {
- // CombatListPool<T>.Instance.Recycle(this);
- // }
- public BetterList(bool isNotPool)
- {
- this.isNotPool = isNotPool;
- }
- public BetterList(bool isNotPool, int size)
- {
- this.isNotPool = isNotPool;
- buffSize = size;
- }
- public BetterList(int size)
- {
- buffSize = size;
- buffer = new T[size];
- }
- public BetterList(List<T> allVe)
- {
- buffer = allVe.ToArray();
- size = buffer.Length;
- }
- /// <summary>
- /// Convenience function. I recommend using .buffer instead.
- /// </summary>
- [DebuggerHidden]
- public T this[int i]
- {
- get { return buffer[i]; }
- set { buffer[i] = value; }
- }
- /// <summary>
- /// Helper function that expands the size of the array, maintaining the content.
- /// </summary>
- void AllocateMore()
- {
- T[] newList = (buffer != null) ? new T[System.Math.Max(buffer.Length << 1, buffSize)] : new T[buffSize];
- if (buffer != null && size > 0) buffer.CopyTo(newList, 0);
- buffer = newList;
- }
- /// <summary>
- /// Trim the unnecessary memory, resizing the buffer to be of 'Length' size.
- /// Call this function only if you are sure that the buffer won't need to resize anytime soon.
- /// </summary>
- void Trim()
- {
- if (size > 0)
- {
- if (size < buffer.Length)
- {
- T[] newList = new T[size];
- for (int i = 0; i < size; ++i) newList[i] = buffer[i];
- buffer = newList;
- }
- }
- else buffer = null;
- }
- /// <summary>
- /// Clear the array by resetting its size to zero. Note that the memory is not actually released.
- /// </summary>
- public void Clear()
- {
- size = 0;
- }
- /// <summary>
- /// Clear the array and release the used memory.
- /// </summary>
- public void Release()
- {
- size = 0;
- buffer = null;
- }
- /// <summary>
- /// Add the specified item to the end of the list.
- /// </summary>
- public void Add(T item)
- {
- if (buffer == null || size == buffer.Length) AllocateMore();
- buffer[size++] = item;
- }
- /// <summary>
- /// Insert an item at the specified index, pushing the entries back.
- /// </summary>
- public void Insert(int index, T item)
- {
- if (buffer == null || size == buffer.Length) AllocateMore();
- if (index > -1 && index < size)
- {
- for (int i = size; i > index; --i) buffer[i] = buffer[i - 1];
- buffer[index] = item;
- ++size;
- }
- else Add(item);
- }
- /// <summary>
- /// Returns 'true' if the specified item is within the list.
- /// </summary>
- public bool Contains(T item)
- {
- if (buffer == null) return false;
- for (int i = 0; i < size; ++i)
- if (buffer[i].Equals(item))
- return true;
- return false;
- }
- /// <summary>
- /// Return the index of the specified item.
- /// </summary>
- public int IndexOf(T item)
- {
- if (buffer == null) return -1;
- for (int i = 0; i < size; ++i)
- if (buffer[i].Equals(item))
- return i;
- return -1;
- }
- /// <summary>
- /// Remove the specified item from the list. Note that RemoveAt() is faster and is advisable if you already know the index.
- /// </summary>
- public bool Remove(T item)
- {
- if (buffer != null)
- {
- EqualityComparer<T> comp = EqualityComparer<T>.Default;
- for (int i = 0; i < size; ++i)
- {
- if (comp.Equals(buffer[i], item))
- {
- --size;
- buffer[i] = default(T);
- for (int b = i; b < size; ++b) buffer[b] = buffer[b + 1];
- buffer[size] = default(T);
- return true;
- }
- }
- }
- return false;
- }
- /// <summary>
- /// Remove an item at the specified index.
- /// </summary>
- public void RemoveAt(int index)
- {
- if (buffer != null && index > -1 && index < size)
- {
- --size;
- buffer[index] = default(T);
- for (int b = index; b < size; ++b) buffer[b] = buffer[b + 1];
- buffer[size] = default(T);
- }
- }
- /// <summary>
- /// Remove an item from the end.
- /// </summary>
- public T Pop()
- {
- if (buffer != null && size != 0)
- {
- T val = buffer[--size];
- buffer[size] = default(T);
- return val;
- }
- return default(T);
- }
- public void AddRange(List<T> target)
- {
- for (int i = 0; i < target.Count; i++)
- {
- Add(target[i]);
- }
- }
- public void AddRange(T[] target)
- {
- if (target == null)
- {
- return;
- }
- for (int i = 0; i < target.Length; i++)
- {
- Add(target[i]);
- }
- }
- public void AddRange<K>(BetterList<K> target)
- {
- for (int i = 0; i < target.Count; i++)
- {
- Add(target[i]);
- }
- }
- private void Add(object item)
- {
- if (buffer == null || size == buffer.Length) AllocateMore();
- buffer[size++] = (T)item;
- }
- public void AddRange(BetterList<T> target)
- {
- // for (int i = 0; i < target.size; i++)
- // {
- // Add(target[i]);
- // }
- if (target == null || target.buffer == null)
- {
- return;
- }
- if (buffer == null)
- {
- buffer = new T[0];
- }
- if (size + target.size > buffer.Length)
- {
- System.Array.Resize(ref buffer, size + target.size);
- }
- System.Array.Copy(target.buffer, 0, buffer, size, target.size);
- size += target.size;
- }
- /// <summary>
- /// Mimic List's ToArray() functionality, except that in this case the list is resized to match the current size.
- /// </summary>
- public T[] ToArray(bool isNoTrim=false)
- {
- if (!isNoTrim)
- {
- Trim();
- }
-
- return buffer;
- }
- //class Comparer : System.Collections.IComparer
- //{
- // public System.Comparison<T> func;
- // public int Compare (object x, object y) { return func((T)x, (T)y); }
- //}
- //Comparer mComp = new Comparer();
- /// <summary>
- /// List.Sort equivalent. Doing Array.Sort causes GC allocations.
- /// </summary>
- //public void Sort (System.Comparison<T> comparer)
- //{
- // if (size > 0)
- // {
- // mComp.func = comparer;
- // System.Array.Sort(buffer, 0, size, mComp);
- // }
- //}
- /// <summary>
- /// List.Sort equivalent. Manual sorting causes no GC allocations.
- /// </summary>
- [DebuggerHidden]
- [DebuggerStepThrough]
- public void Sort(CompareFunc comparer)
- {
- int start = 0;
- int max = size - 1;
- bool changed = true;
- while (changed)
- {
- changed = false;
- for (int i = start; i < max; ++i)
- {
- // Compare the two values
- if (comparer(buffer[i], buffer[i + 1]) > 0)
- {
- // Swap the values
- T temp = buffer[i];
- buffer[i] = buffer[i + 1];
- buffer[i + 1] = temp;
- changed = true;
- }
- else if (!changed)
- {
- // Nothing has changed -- we can start here next time
- start = (i == 0) ? 0 : i - 1;
- }
- }
- }
- }
- /// <summary>
- /// Comparison function should return -1 if left is less than right, 1 if left is greater than right, and 0 if they match.
- /// </summary>
- public delegate int CompareFunc(T left, T right);
- #endif
- public void Dispose()
- {
- if (isNotPool)
- {
- return;
- }
- CombatListPool<T>.Instance.Recycle(this);
- }
- }
|