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using System;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Collections;
using UnityEngineInternal;
namespace UnityEngine
{
[StructLayout (LayoutKind.Sequential)]
//This class should be internal. Next time we can break backwardscompatibility we should do it.
public class TrackedReference
{
[NotRenamed]
internal IntPtr m_Ptr;
protected TrackedReference () { }
public static bool operator == (TrackedReference x, TrackedReference y)
{
object xo = x;
object yo = y;
if (yo == null && xo == null) return true;
if (yo == null) return x.m_Ptr == IntPtr.Zero;
if (xo == null) return y.m_Ptr == IntPtr.Zero;
return x.m_Ptr == y.m_Ptr;
}
public static bool operator != (TrackedReference x, TrackedReference y) { return !(x == y); }
public override bool Equals(object o) { return (o as TrackedReference) == this; }
public override int GetHashCode() { return (int)m_Ptr; }
public static implicit operator bool (TrackedReference exists)
{
return exists != null;
}
}
}
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