t1 / TFDContents / Assets / Standard Assets / EventPump.cs @ 10
이력 | 보기 | 이력해설 | 다운로드 (2.11 KB)
1 | 3 | KTH | #if !(UNITY_WSA_10_0 && NETFX_CORE) |
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2 | using System; |
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3 | using System.Collections.Generic; |
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4 | using System.Runtime.InteropServices; |
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5 | using System.Linq; |
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6 | |||
7 | namespace Helper |
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8 | { |
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9 | internal class EventPump : UnityEngine.MonoBehaviour |
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10 | { |
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11 | private static object s_Lock = new object(); |
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12 | private Queue<Action> m_Queue = new Queue<Action>(); |
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13 | |||
14 | public static EventPump Instance |
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15 | { |
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16 | get; |
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17 | private set; |
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18 | } |
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19 | |||
20 | public static void EnsureInitialized() |
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21 | { |
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22 | try |
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23 | { |
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24 | if (EventPump.Instance == null) |
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25 | { |
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26 | lock (s_Lock) |
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27 | { |
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28 | if (EventPump.Instance == null) |
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29 | { |
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30 | UnityEngine.GameObject parent = new UnityEngine.GameObject("Kinect Desktop Event Pump"); |
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31 | EventPump.Instance = parent.AddComponent<Helper.EventPump>(); |
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32 | DontDestroyOnLoad(parent); |
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33 | } |
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34 | } |
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35 | } |
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36 | } |
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37 | catch |
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38 | { |
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39 | UnityEngine.Debug.LogError("Events must be registered on the main thread."); |
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40 | return; |
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41 | } |
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42 | } |
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43 | |||
44 | private void Update() |
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45 | { |
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46 | lock (m_Queue) |
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47 | { |
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48 | while (m_Queue.Count > 0) |
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49 | { |
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50 | var action = m_Queue.Dequeue(); |
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51 | try |
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52 | { |
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53 | action.Invoke(); |
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54 | } |
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55 | catch { } |
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56 | } |
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57 | } |
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58 | } |
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59 | |||
60 | private void OnApplicationQuit() |
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61 | { |
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62 | var sensor = Windows.Kinect.KinectSensor.GetDefault(); |
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63 | if (sensor != null && sensor.IsOpen) |
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64 | { |
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65 | sensor.Close(); |
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66 | } |
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67 | |||
68 | NativeObjectCache.Flush(); |
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69 | } |
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70 | |||
71 | public void Enqueue(Action action) |
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72 | { |
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73 | lock (m_Queue) |
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74 | { |
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75 | m_Queue.Enqueue(action); |
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76 | } |
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77 | } |
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78 | } |
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79 | } |
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80 | #endif |