EventPump.cs
1.99 KB
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using System;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using System.Linq;
namespace Helper
{
internal class EventPump : UnityEngine.MonoBehaviour
{
private static object s_Lock = new object();
private Queue<Action> m_Queue = new Queue<Action>();
public static EventPump Instance
{
get;
private set;
}
public static void EnsureInitialized()
{
try
{
if (EventPump.Instance == null)
{
lock (s_Lock)
{
if (EventPump.Instance == null)
{
UnityEngine.GameObject parent = new UnityEngine.GameObject("Kinect Desktop Event Pump");
EventPump.Instance = parent.AddComponent<Helper.EventPump>();
DontDestroyOnLoad(parent);
}
}
}
}
catch
{
UnityEngine.Debug.LogError("Events must be registered on the main thread.");
return;
}
}
private void Update()
{
lock (m_Queue)
{
while (m_Queue.Count > 0)
{
var action = m_Queue.Dequeue();
try
{
action.Invoke();
}
catch { }
}
}
}
private void OnApplicationQuit()
{
var sensor = Windows.Kinect.KinectSensor.GetDefault();
if (sensor != null && sensor.IsOpen)
{
sensor.Close();
}
NativeObjectCache.Flush();
}
public void Enqueue(Action action)
{
lock (m_Queue)
{
m_Queue.Enqueue(action);
}
}
}
}