Import 2D Level
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Platformer.Core
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{
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/// <summary>
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/// The Simulation class implements the discrete event simulator pattern.
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/// Events are pooled, with a default capacity of 4 instances.
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/// </summary>
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public static partial class Simulation
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{
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static HeapQueue<Event> eventQueue = new HeapQueue<Event>();
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static Dictionary<System.Type, Stack<Event>> eventPools = new Dictionary<System.Type, Stack<Event>>();
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/// <summary>
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/// Create a new event of type T and return it, but do not schedule it.
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/// </summary>
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/// <typeparam name="T"></typeparam>
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/// <returns></returns>
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static public T New<T>() where T : Event, new()
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{
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Stack<Event> pool;
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if (!eventPools.TryGetValue(typeof(T), out pool))
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{
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pool = new Stack<Event>(4);
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pool.Push(new T());
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eventPools[typeof(T)] = pool;
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}
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if (pool.Count > 0)
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return (T)pool.Pop();
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else
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return new T();
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}
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/// <summary>
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/// Clear all pending events and reset the tick to 0.
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/// </summary>
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public static void Clear()
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{
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eventQueue.Clear();
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}
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/// <summary>
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/// Schedule an event for a future tick, and return it.
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/// </summary>
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/// <returns>The event.</returns>
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/// <param name="tick">Tick.</param>
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/// <typeparam name="T">The event type parameter.</typeparam>
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static public T Schedule<T>(float tick = 0) where T : Event, new()
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{
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var ev = New<T>();
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ev.tick = Time.time + tick;
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eventQueue.Push(ev);
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return ev;
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}
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/// <summary>
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/// Reschedule an existing event for a future tick, and return it.
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/// </summary>
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/// <returns>The event.</returns>
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/// <param name="tick">Tick.</param>
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/// <typeparam name="T">The event type parameter.</typeparam>
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static public T Reschedule<T>(T ev, float tick) where T : Event, new()
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{
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ev.tick = Time.time + tick;
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eventQueue.Push(ev);
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return ev;
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}
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/// <summary>
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/// Return the simulation model instance for a class.
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/// </summary>
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/// <typeparam name="T"></typeparam>
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static public T GetModel<T>() where T : class, new()
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{
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return InstanceRegister<T>.instance;
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}
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/// <summary>
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/// Set a simulation model instance for a class.
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/// </summary>
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/// <typeparam name="T"></typeparam>
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static public void SetModel<T>(T instance) where T : class, new()
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{
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InstanceRegister<T>.instance = instance;
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}
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/// <summary>
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/// Destroy the simulation model instance for a class.
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/// </summary>
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/// <typeparam name="T"></typeparam>
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static public void DestroyModel<T>() where T : class, new()
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{
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InstanceRegister<T>.instance = null;
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}
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/// <summary>
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/// Tick the simulation. Returns the count of remaining events.
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/// If remaining events is zero, the simulation is finished unless events are
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/// injected from an external system via a Schedule() call.
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/// </summary>
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/// <returns></returns>
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static public int Tick()
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{
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var time = Time.time;
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var executedEventCount = 0;
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while (eventQueue.Count > 0 && eventQueue.Peek().tick <= time)
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{
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var ev = eventQueue.Pop();
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var tick = ev.tick;
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ev.ExecuteEvent();
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if (ev.tick > tick)
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{
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//event was rescheduled, so do not return it to the pool.
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}
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else
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{
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// Debug.Log($"<color=green>{ev.tick} {ev.GetType().Name}</color>");
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ev.Cleanup();
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try
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{
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eventPools[ev.GetType()].Push(ev);
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}
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catch (KeyNotFoundException)
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{
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//This really should never happen inside a production build.
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Debug.LogError($"No Pool for: {ev.GetType()}");
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}
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}
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executedEventCount++;
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}
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return eventQueue.Count;
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}
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}
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}
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