Created
December 6, 2017 20:51
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Promise aggregation
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using UnityCommon; | |
/// <summary> | |
/// Represents a set of async actions performed by a <see cref="INovelActor"/> over time. | |
/// </summary> | |
public class NovelActorPerformance : AsyncAction<INovelActor> | |
{ | |
public INovelActor Actor { get { return State; } } | |
private int performancesCount; | |
public NovelActorPerformance (INovelActor actor) : base(actor) | |
{ | |
actor.OnPerformanceCompleted += HandlePerformanceCompleted; | |
} | |
public NovelActorPerformance (params NovelActorPerformance[] performances) | |
{ | |
performancesCount = performances.Length; | |
foreach (var performance in performances) | |
performance.OnCompleted += HandlePerformanceCompleted; | |
} | |
public override void CompleteInstantly () | |
{ | |
if (IsCompleted) return; | |
Actor.CompletePerformance(this); | |
} | |
public override void CompleteInstantly (INovelActor state) | |
{ | |
CompleteInstantly(); | |
} | |
private void HandlePerformanceCompleted (NovelActorPerformance performance) | |
{ | |
if (performance != this) return; | |
Actor.OnPerformanceCompleted -= HandlePerformanceCompleted; | |
HandleOnCompleted(); | |
} | |
private void HandlePerformanceCompleted (INovelActor actor) | |
{ | |
performancesCount--; | |
if (performancesCount == 0) | |
HandleOnCompleted(); | |
} | |
} |
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