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using System;
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using LanLib.UpdateManager.Jobs.Internal;
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using UnityEngine;
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namespace LanLib.UpdateManager.Jobs
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{
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/// <summary>
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/// <see cref="MonoBehaviour"/> abstract class with automatic registration in <see cref="UpdateTransformJobManager{}"/>.
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/// </summary>
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/// <remarks>
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/// Instances will register themselves for job scheduling in the <c>OnEnable</c> message and unregister in the <c>OnDisable</c> message.
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/// </remarks>
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/// <seealso cref="UpdateTransformJobManager{}"/>
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public abstract class AJobBehaviour<TData> : MonoBehaviour, ITransformJobUpdatable<TData>
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where TData : struct, IUpdateTransformJob
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{
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/// <summary>
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/// Whether job data should be synchronized every frame.
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/// By default, returns false.
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/// </summary>
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/// <remarks>
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/// Override in subclasses implementing <see cref="IJobDataSynchronizer{}"/> and return true
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/// to automatically register objects for job data synchronization every frame.
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/// </remarks>
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public virtual bool SynchronizeJobDataEveryFrame => false;
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protected virtual void OnEnable()
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{
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this.RegisterInManager(SynchronizeJobDataEveryFrame);
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}
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protected virtual void OnDisable()
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{
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this.UnregisterInManager();
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}
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public Transform Transform => transform;
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/// <summary>
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/// Returns the job data for the first job run.
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/// </summary>
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/// <remarks>
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/// Override this in child classes to use data other than <see langword="default"/> in the first scheduled job run.
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/// </remarks>
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/// <seealso cref="ITransformJobUpdatable{}.InitialJobData"/>
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public virtual TData InitialJobData => default;
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/// <summary>
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/// Shortcut for <c>UpdateTransformJobManager<TData>.Instance.GetData(this)</c>.
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/// </summary>
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/// <seealso cref="UpdateTransformJobManager{}.GetData"/>
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public TData JobData => this.GetJobData();
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#if UNITY_EDITOR
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/// <summary>
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/// Whether job data should be synchronized in the <c>OnValidate</c> message.
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/// By default, returns true.
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/// </summary>
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/// <remarks>
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/// Override in subclasses implementing <see cref="IJobDataSynchronizer{}"/> and return false
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/// to avoid automatic job data synchronization during <c>OnValidate</c>.
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/// </remarks>
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protected virtual bool SynchronizeJobDataOnValidate => true;
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/// <summary>
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/// Synchronizes job data on Play mode if <see cref="SynchronizeJobDataOnValidate"/> returns true.
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/// </summary>
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protected virtual void OnValidate()
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{
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if (Application.isPlaying && SynchronizeJobDataOnValidate)
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{
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this.SynchronizeJobDataOnce();
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}
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}
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#endif
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}
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/// <summary>
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/// Alias for <see cref="AJobBehaviour{}"/>.
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/// </summary>
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/// <remarks>
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/// Deprecated: use <see cref="AJobBehaviour{}"/> instead and implement
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/// <see cref="IBurstUpdateTransformJob{}"/> in job definition to compile jobs with Burst.
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/// </remarks>
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[Obsolete("Use AJobBehaviour<> and implement IBurstUpdateTransformJob<> in job definition instead.")]
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public abstract class AJobBehaviour<TData, TJob> : AJobBehaviour<TData>
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where TData : struct, IUpdateTransformJob
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where TJob : struct, IInternalUpdateTransformJob<TData>
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{
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}
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}
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