refactor: redesign project structure
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57
Package/embedded/Patches/GlobalRegistry.p.cs
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57
Package/embedded/Patches/GlobalRegistry.p.cs
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@@ -0,0 +1,57 @@
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#pragma warning disable IDE0130
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#pragma warning disable CA1000
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using Godot;
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using System;
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using System.Linq;
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using System.Reflection;
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using Polonium.Attributes;
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using Polonium;
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using Polonium.Interfaces;
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using System.Collections.Generic;
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// ReSharper disable once CheckNamespace
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public static partial class GlobalRegistry
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{
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public static void Start()
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{
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PoloniumRegistry.Prepare();
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Assembly assembly = Assembly.GetExecutingAssembly();
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IEnumerable<Type> registerTypes = Utils.GetLoadableTypes(assembly);
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registerTypes = registerTypes.Where(t => t.IsClass && t.GetCustomAttributes(typeof(AutoRegister), false).Any());
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foreach (Type t in registerTypes)
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{
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MethodInfo registerMethod = t.GetMethod("Register", BindingFlags.Static | BindingFlags.Public);
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if (registerMethod != null)
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registerMethod.Invoke(null, null);
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}
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}
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public static class Asset<T> where T : Node
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{
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private static readonly Queue<T> Pool = new();
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// ReSharper disable once StaticMemberInGenericType
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// ReSharper disable once UnusedAutoPropertyAccessor.Global
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public static PackedScene Scene { get; set; }
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private static T Instance => Scene.Instantiate<T>();
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public static T Get() => Pool.Count > 0 ? Pool.Dequeue() : Instance;
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public static void Return(T obj)
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{
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if(Pool.Count < 10)
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Pool.Enqueue(obj);
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else
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obj.QueueFree();
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}
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}
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public static PoloniumRegistry PoloniumRegistry => PoloniumRegistry.Instance;
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public static bool Paused { get; set; }
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public static HashSet<ITimeConsumer> TimeConsumers { get; } = [];
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public static void Prepare() => PoloniumRegistry.Prepare();
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// ReSharper disable once PartialTypeWithSinglePart
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public static partial class TextureSets
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{
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}
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}
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#pragma warning restore IDE0130
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#pragma warning restore CA1000
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