2019-04-11 07:52:13 -04:00
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using System;
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2020-03-08 08:24:46 -04:00
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using System.Linq;
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2020-02-23 15:44:04 -05:00
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using System.Collections.Generic;
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using UnityEngine;
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2018-10-30 15:05:06 -04:00
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namespace UnityAtoms
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{
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2019-10-15 14:44:25 -04:00
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/// <summary>
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Added Variable Instancer, Event Reference, Atom Collection and Atom List (old Atom List renamed to Atom Value List) (#110)
AtomVariableInstancer
- Added AtomVariableInstancer as an option to AtomReference.
- Added AtomVariableInstancer to generator.
- Added editor icon for AtomVariableInstancer.
AtomEventReference
- Added an AtomEventReference class (and AtomEventX2Reference). It’s similar to an AtomReference, but for Events. Let’s you pick between an Event, Variable (will select the Changed event) and a VariableInstancer (see above).
- Added AtomEventReference and AtomEventX2Reference to generator.
- Added a drawer for AtomEventReference.
- Listeners are now using AtomEventReference instead of AtomEvent.
- Refactoring of VoidHooks since Listeners are now using AtomEventReference.
AtomCollection
- Created an AtomCollection - a collection of Atoms associated with key strings (AtomReferences).
- Added new editor icon for collections.
- Created a SerializableDictionary class, which AtomCollection is using.
- Custom property drawer for SerializableDictionary.
- SerializableDictionary supports nested structures meaning that a AtomCollection can have a KVP that is pointing to another AtomCollection.
- AtomCollections have 3 events: Added, Removed, Cleared.
- Added an option to sync an InstanceVariable to collection - adding it to the collection when created (using gameObject’s instance id as key) and removing it from the collection when destroyed.
AtomList
- Renamed old AtomList to AtomValueList
- Added AtomList, like Collection, but a list
- Added new icon for AtomList
- Created a AtomBaseVariableList class, which AtomList is using.
- Custom property drawer for AtomBaseVariableList.
- AtomLists have 3 events: Added, Removed, Cleared.
- Added an option to sync an InstanceVariable to list - adding it to the list when created and removing it from the list when destroyed.
2020-02-22 20:39:43 -05:00
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/// Generic base class for Events. Inherits from `AtomEventBase`.
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/// </summary>
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/// <typeparam name="T">The type for this Event.</typeparam>
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2019-10-14 10:51:54 -04:00
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[EditorIcon("atom-icon-cherry")]
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public class AtomEvent<T> : AtomEventBase
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{
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public T InspectorRaiseValue { get => _inspectorRaiseValue; }
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2020-03-08 08:24:46 -04:00
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/// <summary>
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/// Retrieve Replay Buffer as a List. This call will allocate memory so use sparsely.
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/// </summary>
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/// <returns></returns>
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public List<T> ReplayBuffer { get => _replayBuffer.ToList(); }
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2020-03-11 16:42:59 -04:00
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public int ReplayBufferSize { get => _replayBufferSize; set => _replayBufferSize = value; }
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[SerializeField]
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protected event Action<T> _onEvent;
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/// <summary>
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/// The event replays the specified number of old values to new subscribers. Works like a ReplaySubject in Rx.
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/// </summary>
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[SerializeField]
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[Range(0, 10)]
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[Tooltip("The number of old values (between 0-10) being replayed when someone subscribes to this Event.")]
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private int _replayBufferSize = 1;
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private Queue<T> _replayBuffer = new Queue<T>();
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private void OnDisable()
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{
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// Clear all delegates when exiting play mode
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if (_onEvent != null)
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{
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var invocationList = _onEvent.GetInvocationList();
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foreach (var d in invocationList)
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{
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_onEvent -= (Action<T>)d;
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}
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}
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}
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/// <summary>
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/// Used when raising values from the inspector for debugging purposes.
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/// </summary>
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[SerializeField]
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[Tooltip("Value that will be used when using the Raise button in the editor inspector.")]
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private T _inspectorRaiseValue = default(T);
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/// <summary>
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/// Raise the Event.
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/// </summary>
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/// <param name="item">The value associated with the Event.</param>
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public void Raise(T item)
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{
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base.Raise();
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_onEvent?.Invoke(item);
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AddToReplayBuffer(item);
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}
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2020-03-11 20:30:25 -04:00
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/// <summary>
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/// Used in editor scipts since Raise is ambigious when using reflection to get method.
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/// </summary>
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/// <param name="item"></param>
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public void RaiseEditor(T item) => Raise(item);
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/// <summary>
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/// Register handler to be called when the Event triggers.
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/// </summary>
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/// <param name="action">The handler.</param>
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public void Register(Action<T> action)
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{
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_onEvent += action;
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ReplayBufferToSubscriber(action);
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}
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/// <summary>
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/// Unregister handler that was registered using the `Register` method.
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/// </summary>
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/// <param name="action">The handler.</param>
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public void Unregister(Action<T> action)
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{
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_onEvent -= action;
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}
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2020-03-09 18:51:14 -04:00
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/// <summary>
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/// Unregister all handlers that were registered using the `Register` method.
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/// </summary>
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public void UnregisterAll()
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{
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_onEvent = null;
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}
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/// <summary>
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/// Register a Listener that in turn trigger all its associated handlers when the Event triggers.
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/// </summary>
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2019-11-26 14:12:54 -05:00
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/// <param name="listener">The Listener to register.</param>
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public void RegisterListener(IAtomListener<T> listener, bool replayEventsBuffer = true)
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{
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_onEvent += listener.OnEventRaised;
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if (replayEventsBuffer)
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{
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ReplayBufferToSubscriber(listener.OnEventRaised);
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}
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2018-10-30 15:05:06 -04:00
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}
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2019-10-15 14:44:25 -04:00
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/// <summary>
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/// Unregister a listener that was registered using the `RegisterListener` method.
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/// </summary>
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2019-11-26 14:12:54 -05:00
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/// <param name="listener">The Listener to unregister.</param>
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2019-09-25 15:05:06 -04:00
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public void UnregisterListener(IAtomListener<T> listener)
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{
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_onEvent -= listener.OnEventRaised;
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}
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#region Observable
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/// <summary>
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/// Turn the Event into an `IObservable<T>`. Makes Events compatible with for example UniRx.
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/// </summary>
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/// <returns>The Event as an `IObservable<T>`.</returns>
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public IObservable<T> Observe()
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{
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return new ObservableEvent<T>(Register, Unregister);
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}
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#endregion // Observable
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protected void AddToReplayBuffer(T item)
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{
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if (_replayBufferSize > 0)
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{
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while (_replayBuffer.Count >= _replayBufferSize) { _replayBuffer.Dequeue(); }
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_replayBuffer.Enqueue(item);
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}
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}
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private void ReplayBufferToSubscriber(Action<T> action)
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{
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if (_replayBufferSize > 0 && _replayBuffer.Count > 0)
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{
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var enumerator = _replayBuffer.GetEnumerator();
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try
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{
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while (enumerator.MoveNext())
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{
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action(enumerator.Current);
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}
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}
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finally
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{
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enumerator.Dispose();
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}
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}
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}
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2018-10-30 15:05:06 -04:00
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}
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2019-03-17 18:43:20 -04:00
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}
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