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using System;
namespace XUtliPoolLib
{
public class XEngineCommand : IQueueObject
{
public IQueueObject next { get; set; }
public XGameObject gameObject = null;
public ExecuteCommandHandler handler = null;
public CanExecuteHandler canExecute = null;
public XObjAsyncData data = null;
public int objID = -1;
public int commandID = -1;
public static int globalCommandID = 0;
public DebugHandler debugHandler = null;
public int id = -1;
public static int debugid = 0;
public static bool debug = false;
public bool IsValid()
{
return this.gameObject != null && this.gameObject.objID == this.objID;
}
public void Execute()
{
bool flag = this.handler != null;
if (flag)
{
this.handler(this.gameObject, this);
}
}
public void Reset()
{
this.objID = -1;
this.commandID = -1;
this.gameObject = null;
this.handler = null;
this.canExecute = null;
this.data = null;
this.id = -1;
this.debugHandler = null;
}
public bool CanExecute()
{
bool flag = this.gameObject != null && this.gameObject.IsLoaded;
bool result;
if (flag)
{
bool flag2 = this.canExecute != null;
result = (!flag2 || this.canExecute(this.gameObject, this));
}
else
{
result = false;
}
return result;
}
public static int GetCommandID()
{
int result = XEngineCommand.globalCommandID++;
bool flag = XEngineCommand.globalCommandID > 1000000;
if (flag)
{
XEngineCommand.globalCommandID = 0;
}
return result;
}
}
}
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