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MessageQueue.cs
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using System;
using System.Collections;
using System.Collections.Generic;
using Cnoom.UnityTool.Extensions;
namespace Cnoom.UnityTool.MessageQueue
{
/// <summary>
/// 可以随时向后插入消息的消息队列
/// </summary>
/// <typeparam name="T"></typeparam>
public class MessageQueue<T> where T : IMessage
{
public int count => messageList.Count;
public bool isRunning { get; private set; }
private readonly LinkedList<T> messageList = new LinkedList<T>();
private LinkedListNode<T> currentMessageNode;
public Action OnFinish;
public Func<T,T, bool> Condition = DefaultCondition;
public static readonly Func<T,T,bool> DefaultCondition = (n1, n2) => n1.priority < n2.priority;
public void Run()
{
isRunning = true;
HandleMessage(messageList.First);
}
/// <summary>
/// 从当前消息向后插入一条消息, 直到找到优先级小于等于他的消息停止
/// </summary>
/// <param name="item"></param>
public void InsertAfter(T item)
{
if(currentMessageNode.Next == null)
{
messageList.AddLast(item);
return;
}
bool Func(T t) => Condition.Invoke(item, t);
if(!currentMessageNode.Next.ForeachUntil(Func, message => { messageList.AddBefore(message, item); }))
{
messageList.AddLast(item);
}
}
/// <summary>
/// 排序
/// </summary>
public void Sort()
{
messageList.Sort(Comparer<T>.Create((n1, n2) => n1.priority.CompareTo(n2.priority)));
}
/// <summary>
/// 添加一条消息到末尾
/// </summary>
/// <param name="item"></param>
public void AddLast(T item)
{
messageList.AddLast(item);
}
public void Clear()
{
messageList.Clear();
}
public bool Contains(T item)
{
return messageList.Contains(item);
}
public bool Remove(T item)
{
return messageList.Remove(item);
}
private void HandleMessage(LinkedListNode<T> messageNode)
{
currentMessageNode = messageNode;
messageNode.Value.Handle(TryNext);
}
private void TryNext()
{
if(currentMessageNode.Next == null)
{
isRunning = false;
OnFinish?.Invoke();
return;
}
HandleMessage(currentMessageNode.Next);
}
}
}