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Magical-Jumping-Bean/Library/metadata/9f/9f1026265f8e3d54fb6e9f082c43debf
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2019-09-29 19:40:54 -04:00
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€ Þ€€.€€y€Q Þ€€.€ €Þ€X!H€iÿÿÿÿ"€1€1€ÿÿÿÿ#@Þ€€$Q€j€%H€uÿÿÿÿ&€1€1€ÿÿÿÿ'@Þ€€(Q€j€)PPtr<EditorExtension>m_FileIDm_PathIDPPtr<PrefabInstance>m_DefaultReferencesm_Iconm_ExecutionOrderm_ClassNamem_Namespacelp\ày¯Ð”ùbbõèÓE¿æù€Â4íûBPackages/com.unity.ugui/Runtime/UI/Core/Culling/ClipperRegistry.csày¯ClipperRegistryusing System.Collections.Generic;
using UnityEngine.UI.Collections;
namespace UnityEngine.UI
{
/// <summary>
/// Registry class to keep track of all IClippers that exist in the scene
/// </summary>
/// <remarks>
/// This is used during the CanvasUpdate loop to cull clippable elements. The clipping is called after layout, but before Graphic update.
/// </remarks>
public class ClipperRegistry
{
static ClipperRegistry s_Instance;
readonly IndexedSet<IClipper> m_Clippers = new IndexedSet<IClipper>();
protected ClipperRegistry()
{
// This is needed for AOT platforms. Without it the compile doesn't get the definition of the Dictionarys
#pragma warning disable 168
Dictionary<IClipper, int> emptyIClipperDic;
#pragma warning restore 168
}
/// <summary>
/// The singleton instance of the clipper registry.
/// </summary>
public static ClipperRegistry instance
{
get
{
if (s_Instance == null)
s_Instance = new ClipperRegistry();
return s_Instance;
}
}
/// <summary>
/// Perform the clipping on all registered IClipper
/// </summary>
public void Cull()
{
for (var i = 0; i < m_Clippers.Count; ++i)
{
m_Clippers[i].PerformClipping();
}
}
/// <summary>
/// Register a unique IClipper element
/// </summary>
/// <param name="c">The clipper element to add</param>
public static void Register(IClipper c)
{
if (c == null)
return;
instance.m_Clippers.AddUnique(c);
}
/// <summary>
/// UnRegister a IClipper element
/// </summary>
/// <param name="c">The Element to try and remove.</param>
public static void Unregister(IClipper c)
{
instance.m_Clippers.Remove(c);