refactor: update coffee.internal
parent
abdf260352
commit
ff179f0271
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@ -18,10 +18,10 @@ namespace Coffee.UIParticleInternal
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public static T[] GetComponentsInChildren<T>(this Component self, int depth)
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public static T[] GetComponentsInChildren<T>(this Component self, int depth)
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where T : Component
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where T : Component
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{
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{
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var results = ListPool<T>.Rent();
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var results = InternalListPool<T>.Rent();
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self.GetComponentsInChildren_Internal(results, depth);
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self.GetComponentsInChildren_Internal(results, depth);
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var array = results.ToArray();
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var array = results.ToArray();
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ListPool<T>.Return(ref results);
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InternalListPool<T>.Return(ref results);
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return array;
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return array;
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}
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}
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@ -10,8 +10,9 @@ namespace Coffee.UIParticleInternal
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/// </summary>
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/// </summary>
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internal class FastActionBase<T>
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internal class FastActionBase<T>
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{
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{
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private static readonly ObjectPool<LinkedListNode<T>> s_NodePool =
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private static readonly InternalObjectPool<LinkedListNode<T>> s_NodePool =
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new ObjectPool<LinkedListNode<T>>(() => new LinkedListNode<T>(default), _ => true, x => x.Value = default);
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new InternalObjectPool<LinkedListNode<T>>(() => new LinkedListNode<T>(default), _ => true,
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x => x.Value = default);
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private readonly LinkedList<T> _delegates = new LinkedList<T>();
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private readonly LinkedList<T> _delegates = new LinkedList<T>();
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@ -1,6 +1,13 @@
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using System;
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using System.Diagnostics;
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using System.Diagnostics;
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using UnityEditor;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine;
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using Object = UnityEngine.Object;
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#if UNITY_EDITOR && UNITY_2021_2_OR_NEWER
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using UnityEditor.SceneManagement;
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#elif UNITY_EDITOR
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using UnityEditor.Experimental.SceneManagement;
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#endif
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namespace Coffee.UIParticleInternal
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namespace Coffee.UIParticleInternal
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{
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{
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@ -53,5 +60,15 @@ namespace Coffee.UIParticleInternal
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EditorUtility.SetDirty(obj);
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EditorUtility.SetDirty(obj);
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#endif
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#endif
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}
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}
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#if UNITY_EDITOR
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public static T[] GetAllComponentsInPrefabStage<T>() where T : Component
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{
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var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
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if (prefabStage == null) return Array.Empty<T>();
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return prefabStage.prefabContentsRoot.GetComponentsInChildren<T>(true);
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}
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#endif
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}
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}
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}
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}
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@ -6,15 +6,58 @@ namespace Coffee.UIParticleInternal
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/// <summary>
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/// <summary>
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/// Object pool.
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/// Object pool.
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/// </summary>
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/// </summary>
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internal class ObjectPool<T>
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internal class InternalObjectPool<T> where T : class
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{
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{
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#if UNITY_2021_1_OR_NEWER
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private readonly Predicate<T> _onValid; // Delegate for checking if instances are valid
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private readonly UnityEngine.Pool.ObjectPool<T> _pool;
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public InternalObjectPool(Func<T> onCreate, Predicate<T> onValid, Action<T> onReturn)
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{
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_pool = new UnityEngine.Pool.ObjectPool<T>(onCreate, null, onReturn);
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_onValid = onValid;
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}
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/// <summary>
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/// Rent an instance from the pool.
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/// When you no longer need it, return it with <see cref="Return" />.
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/// </summary>
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public T Rent()
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{
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while (0 < _pool.CountInactive)
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{
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var instance = _pool.Get();
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if (_onValid(instance))
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{
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return instance;
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}
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}
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// If there are no instances in the pool, create a new one.
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Logging.Log(this, $"A new instance is created (pooled: {_pool.CountInactive}, created: {_pool.CountAll}).");
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return _pool.Get();
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}
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/// <summary>
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/// Return an instance to the pool and assign null.
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/// Be sure to return the instance obtained with <see cref="Rent" /> with this method.
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/// </summary>
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public void Return(ref T instance)
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{
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if (instance == null) return; // Ignore if already pooled or null.
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_pool.Release(instance);
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Logging.Log(this, $"An instance is released (pooled: {_pool.CountInactive}, created: {_pool.CountAll}).");
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instance = default; // Set the reference to null.
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}
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#else
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private readonly Func<T> _onCreate; // Delegate for creating instances
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private readonly Func<T> _onCreate; // Delegate for creating instances
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private readonly Action<T> _onReturn; // Delegate for returning instances to the pool
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private readonly Action<T> _onReturn; // Delegate for returning instances to the pool
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private readonly Predicate<T> _onValid; // Delegate for checking if instances are valid
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private readonly Predicate<T> _onValid; // Delegate for checking if instances are valid
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private readonly Stack<T> _pool = new Stack<T>(32); // Object pool
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private readonly Stack<T> _pool = new Stack<T>(32); // Object pool
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private int _count; // Total count of created instances
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private int _count; // Total count of created instances
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public ObjectPool(Func<T> onCreate, Predicate<T> onValid, Action<T> onReturn)
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public InternalObjectPool(Func<T> onCreate, Predicate<T> onValid, Action<T> onReturn)
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{
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{
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_onCreate = onCreate;
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_onCreate = onCreate;
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_onValid = onValid;
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_onValid = onValid;
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@ -54,15 +97,40 @@ namespace Coffee.UIParticleInternal
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Logging.Log(this, $"An instance is released (pooled: {_pool.Count}, created: {_count}).");
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Logging.Log(this, $"An instance is released (pooled: {_pool.Count}, created: {_count}).");
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instance = default; // Set the reference to null.
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instance = default; // Set the reference to null.
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}
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}
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#endif
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}
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}
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/// <summary>
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/// <summary>
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/// Object pool for <see cref="List{T}" />.
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/// Object pool for <see cref="List{T}" />.
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/// </summary>
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/// </summary>
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internal static class ListPool<T>
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internal static class InternalListPool<T>
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{
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{
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private static readonly ObjectPool<List<T>> s_ListPool =
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#if UNITY_2021_1_OR_NEWER
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new ObjectPool<List<T>>(() => new List<T>(), _ => true, x => x.Clear());
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/// <summary>
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/// Rent an instance from the pool.
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/// When you no longer need it, return it with <see cref="Return" />.
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/// </summary>
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public static List<T> Rent()
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{
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return UnityEngine.Pool.ListPool<T>.Get();
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}
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/// <summary>
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/// Return an instance to the pool and assign null.
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/// Be sure to return the instance obtained with <see cref="Rent" /> with this method.
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/// </summary>
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public static void Return(ref List<T> toRelease)
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{
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if (toRelease != null)
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{
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UnityEngine.Pool.ListPool<T>.Release(toRelease);
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}
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toRelease = null;
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}
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#else
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private static readonly InternalObjectPool<List<T>> s_ListPool =
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new InternalObjectPool<List<T>>(() => new List<T>(), _ => true, x => x.Clear());
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/// <summary>
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/// <summary>
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/// Rent an instance from the pool.
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/// Rent an instance from the pool.
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@ -81,5 +149,6 @@ namespace Coffee.UIParticleInternal
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{
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{
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s_ListPool.Return(ref toRelease);
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s_ListPool.Return(ref toRelease);
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}
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}
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#endif
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}
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}
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}
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}
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@ -421,7 +421,7 @@ namespace Coffee.UIExtensions
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workerMesh.LinearToGamma();
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workerMesh.LinearToGamma();
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}
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}
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var components = ListPool<Component>.Rent();
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var components = InternalListPool<Component>.Rent();
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GetComponents(typeof(IMeshModifier), components);
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GetComponents(typeof(IMeshModifier), components);
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for (var i = 0; i < components.Count; i++)
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for (var i = 0; i < components.Count; i++)
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{
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{
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@ -430,7 +430,7 @@ namespace Coffee.UIExtensions
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#pragma warning restore CS0618 // Type or member is obsolete
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#pragma warning restore CS0618 // Type or member is obsolete
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}
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}
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ListPool<Component>.Return(ref components);
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InternalListPool<Component>.Return(ref components);
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}
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}
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Profiler.EndSample();
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Profiler.EndSample();
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@ -442,7 +442,7 @@ namespace Coffee.UIExtensions
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// Get grouped renderers.
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// Get grouped renderers.
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Profiler.BeginSample("[UIParticleRenderer] Set Mesh");
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Profiler.BeginSample("[UIParticleRenderer] Set Mesh");
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var renderers = ListPool<UIParticleRenderer>.Rent();
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var renderers = InternalListPool<UIParticleRenderer>.Rent();
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if (_parent.useMeshSharing)
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if (_parent.useMeshSharing)
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{
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{
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UIParticleUpdater.GetGroupedRenderers(_parent.groupId, _index, renderers);
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UIParticleUpdater.GetGroupedRenderers(_parent.groupId, _index, renderers);
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@ -459,7 +459,7 @@ namespace Coffee.UIExtensions
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r.canvasRenderer.SetMaterial(materialForRendering, 0);
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r.canvasRenderer.SetMaterial(materialForRendering, 0);
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}
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}
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ListPool<UIParticleRenderer>.Return(ref renderers);
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InternalListPool<UIParticleRenderer>.Return(ref renderers);
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if (_parent.canRender)
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if (_parent.canRender)
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{
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{
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