68 lines
2.1 KiB
C#
68 lines
2.1 KiB
C#
// Copyright 2025 Code Philosophy
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// SOFTWARE.
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using System.Collections.Generic;
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using System.Diagnostics;
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namespace Obfuz
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{
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public class Pipeline
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{
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private readonly List<IObfuscationPass> _passes = new List<IObfuscationPass>();
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public bool Empty => _passes.Count == 0;
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public Pipeline AddPass(IObfuscationPass pass)
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{
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_passes.Add(pass);
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return this;
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}
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public void Start()
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{
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foreach (var pass in _passes)
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{
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pass.Start();
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}
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}
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public void Stop()
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{
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foreach (var pass in _passes)
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{
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pass.Stop();
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}
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}
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public void Run()
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{
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var sw = new Stopwatch();
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foreach (var pass in _passes)
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{
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sw.Restart();
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pass.Process();
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sw.Stop();
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UnityEngine.Debug.Log($"Pass: {pass.GetType().Name} process cost time: {sw.ElapsedMilliseconds}ms");
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}
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}
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}
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}
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