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AIMemoryBank.cs
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using UnityEngine;
public class AIMemoryBank<T>
{
private MemoryBankType type;
private T[] slots;
private float[] slotSetTimestamps;
private int slotCount;
public AIMemoryBank(MemoryBankType type, int slots)
{
Init(type, slots);
}
public void Init(MemoryBankType type, int slots)
{
this.type = type;
slotCount = slots;
this.slots = new T[slotCount];
slotSetTimestamps = new float[slotCount];
}
public void Set(T item, int index)
{
if (index >= 0 && index < slotCount)
{
slots[index] = item;
slotSetTimestamps[index] = Time.get_realtimeSinceStartup();
}
}
public T Get(int index)
{
if (index < 0 || index >= slotCount)
{
return default(T);
}
return slots[index];
}
public float GetTimeSinceSet(int index)
{
if (index < 0 || index >= slotCount)
{
return 0f;
}
return Time.get_realtimeSinceStartup() - slotSetTimestamps[index];
}
public void Remove(int index)
{
if (index >= 0 && index < slotCount)
{
slots[index] = default(T);
}
}
}