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CTT/Unity/Assets/Model/XAssetRuntime/Core/Reference.cs

90 lines
2.1 KiB
C#

//
// Reference.cs
//
// Author:
// fjy <jiyuan.feng@live.com>
//
// Copyright (c) 2020 fjy
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
using System.Collections.Generic;
using UnityEngine;
namespace libx
{
public class Reference
{
private List<Object> _requires;
public bool IsUnused ()
{
if (_requires != null)
{
for (var i = 0; i < _requires.Count; i++)
{
var item = _requires[i];
if (item != null)
continue;
Release();
_requires.RemoveAt(i);
i--;
}
if (_requires.Count == 0)
_requires = null;
}
return refCount <= 0;
}
public int refCount;
public virtual void Retain ()
{
refCount++;
}
public virtual void Release ()
{
refCount--;
}
private bool checkRequires
{
get { return _requires != null; }
}
public void Require(Object obj)
{
if (_requires == null)
_requires = new List<Object>();
_requires.Add(obj);
Retain();
}
public void Dequire(Object obj)
{
if (_requires == null)
return;
if (_requires.Remove(obj))
Release();
}
}
}