Wizard_Of_Wak/Assets/Plugins/Trinary Software/Timing.cs

7715 lines
377 KiB
C#

using UnityEngine;
using System.Collections.Generic;
using UnityEngine.Assertions;
#if UNITY_EDITOR
using UnityEditor;
#endif
#if UNITY_5_5_OR_NEWER
using UnityEngine.Profiling;
#endif
// /////////////////////////////////////////////////////////////////////////////////////////
// More Effective Coroutines Pro
// v3.11.0
//
// This is an improved implementation of coroutines that boasts zero per-frame memory allocations,
// runs about twice as fast as Unity's built in coroutines, and has a range of extra features.
//
// For manual, support, or upgrade guide visit http://trinary.tech/
//
// Created by Teal Rogers
// Trinary Software
// All rights preserved
// trinaryllc@gmail.com
// /////////////////////////////////////////////////////////////////////////////////////////
namespace MEC
{
public class Timing : MonoBehaviour
{
/// <summary>
/// The time between calls to SlowUpdate.
/// </summary>
[Tooltip("How quickly the SlowUpdate segment ticks.")]
public float TimeBetweenSlowUpdateCalls = 1f / 7f;
/// <summary>
/// The amount that each coroutine should be seperated inside the Unity profiler. NOTE: When the profiler window
/// is not open this value is ignored and all coroutines behave as if "None" is selected.
/// </summary>
[Tooltip("How much data should be sent to the profiler window when it's open.")]
public DebugInfoType ProfilerDebugAmount;
/// <summary>
/// Whether the manual timeframe should automatically trigger during the update segment.
/// </summary>
[Tooltip("When using manual timeframe, should it run automatically after the update loop or only when TriggerManualTimframeUpdate is called.")]
public bool AutoTriggerManualTimeframe = true;
/// <summary>
/// The number of coroutines that are being run in the Update segment.
/// </summary>
[Tooltip("A count of the number of Update coroutines that are currently running."), Space(12)]
public int UpdateCoroutines;
/// <summary>
/// The number of coroutines that are being run in the FixedUpdate segment.
/// </summary>
[Tooltip("A count of the number of FixedUpdate coroutines that are currently running.")]
public int FixedUpdateCoroutines;
/// <summary>
/// The number of coroutines that are being run in the LateUpdate segment.
/// </summary>
[Tooltip("A count of the number of LateUpdate coroutines that are currently running.")]
public int LateUpdateCoroutines;
/// <summary>
/// The number of coroutines that are being run in the SlowUpdate segment.
/// </summary>
[Tooltip("A count of the number of SlowUpdate coroutines that are currently running.")]
public int SlowUpdateCoroutines;
/// <summary>
/// The number of coroutines that are being run in the RealtimeUpdate segment.
/// </summary>
[Tooltip("A count of the number of RealtimeUpdate coroutines that are currently running.")]
public int RealtimeUpdateCoroutines;
/// <summary>
/// The number of coroutines that are being run in the EditorUpdate segment.
/// </summary>
[Tooltip("A count of the number of EditorUpdate coroutines that are currently running.")]
public int EditorUpdateCoroutines;
/// <summary>
/// The number of coroutines that are being run in the EditorSlowUpdate segment.
/// </summary>
[Tooltip("A count of the number of EditorSlowUpdate coroutines that are currently running.")]
public int EditorSlowUpdateCoroutines;
/// <summary>
/// The number of coroutines that are being run in the EndOfFrame segment.
/// </summary>
[Tooltip("A count of the number of EndOfFrame coroutines that are currently running.")]
public int EndOfFrameCoroutines;
/// <summary>
/// The number of coroutines that are being run in the ManualTimeframe segment.
/// </summary>
[Tooltip("A count of the number of ManualTimeframe coroutines that are currently running.")]
public int ManualTimeframeCoroutines;
/// <summary>
/// The time in seconds that the current segment has been running.
/// </summary>
[System.NonSerialized]
public float localTime;
/// <summary>
/// The time in seconds that the current segment has been running.
/// </summary>
public static float LocalTime { get { return Instance.localTime; } }
/// <summary>
/// The amount of time in fractional seconds that elapsed between this frame and the last frame.
/// </summary>
[System.NonSerialized]
public float deltaTime;
/// <summary>
/// The amount of time in fractional seconds that elapsed between this frame and the last frame.
/// </summary>
public static float DeltaTime { get { return Instance.deltaTime; } }
/// <summary>
/// When defined, this function will be called every time manual timeframe needs to be set. The last manual timeframe time is passed in, and
/// the new manual timeframe time needs to be returned. If this function is left as null, manual timeframe will be set to the current Time.time.
/// </summary>
public System.Func<float, float> SetManualTimeframeTime;
/// <summary>
/// Used for advanced coroutine control.
/// </summary>
public static System.Func<IEnumerator<float>, CoroutineHandle, IEnumerator<float>> ReplacementFunction;
/// <summary>
/// This event fires just before each segment is run.
/// </summary>
public static event System.Action OnPreExecute;
/// <summary>
/// You can use "yield return Timing.WaitForOneFrame;" inside a coroutine function to go to the next frame.
/// </summary>
public const float WaitForOneFrame = float.NegativeInfinity;
/// <summary>
/// The main thread that (almost) everything in unity runs in.
/// </summary>
public static System.Threading.Thread MainThread { get; private set; }
/// <summary>
/// The handle of the current coroutine that is running.
/// </summary>
public static CoroutineHandle CurrentCoroutine
{
get
{
for (int i = 0; i < ActiveInstances.Length; i++)
if (ActiveInstances[i] != null && ActiveInstances[i].currentCoroutine.IsValid)
return ActiveInstances[i].currentCoroutine;
return default(CoroutineHandle);
}
}
/// <summary>
/// The handle of the current coroutine that is running.
/// </summary>
public CoroutineHandle currentCoroutine { get; private set; }
private static object _tmpRef;
private static int _tmpInt;
private static bool _tmpBool;
private static Segment _tmpSegment;
private static CoroutineHandle _tmpHandle;
private int _currentUpdateFrame;
private int _currentLateUpdateFrame;
private int _currentSlowUpdateFrame;
private int _currentRealtimeUpdateFrame;
private int _currentEndOfFrameFrame;
private int _nextUpdateProcessSlot;
private int _nextLateUpdateProcessSlot;
private int _nextFixedUpdateProcessSlot;
private int _nextSlowUpdateProcessSlot;
private int _nextRealtimeUpdateProcessSlot;
private int _nextEditorUpdateProcessSlot;
private int _nextEditorSlowUpdateProcessSlot;
private int _nextEndOfFrameProcessSlot;
private int _nextManualTimeframeProcessSlot;
private int _lastUpdateProcessSlot;
private int _lastLateUpdateProcessSlot;
private int _lastFixedUpdateProcessSlot;
private int _lastSlowUpdateProcessSlot;
private int _lastRealtimeUpdateProcessSlot;
#if UNITY_EDITOR
private int _lastEditorUpdateProcessSlot;
private int _lastEditorSlowUpdateProcessSlot;
#endif
private int _lastEndOfFrameProcessSlot;
private int _lastManualTimeframeProcessSlot;
private float _lastUpdateTime;
private float _lastLateUpdateTime;
private float _lastFixedUpdateTime;
private float _lastSlowUpdateTime;
private float _lastRealtimeUpdateTime;
#if UNITY_EDITOR
private float _lastEditorUpdateTime;
private float _lastEditorSlowUpdateTime;
#endif
private float _lastEndOfFrameTime;
private float _lastManualTimeframeTime;
private float _lastSlowUpdateDeltaTime;
private float _lastEditorUpdateDeltaTime;
private float _lastEditorSlowUpdateDeltaTime;
private float _lastManualTimeframeDeltaTime;
private ushort _framesSinceUpdate;
private ushort _expansions = 1;
[SerializeField, HideInInspector]
private byte _instanceID;
private bool _EOFPumpRan;
private static readonly Dictionary<CoroutineHandle, HashSet<CoroutineHandle>> Links = new Dictionary<CoroutineHandle, HashSet<CoroutineHandle>>();
private static readonly WaitForEndOfFrame EofWaitObject = new WaitForEndOfFrame();
private readonly Dictionary<CoroutineHandle, HashSet<CoroutineHandle>> _waitingTriggers = new Dictionary<CoroutineHandle, HashSet<CoroutineHandle>>();
private readonly HashSet<CoroutineHandle> _allWaiting = new HashSet<CoroutineHandle>();
private readonly Dictionary<CoroutineHandle, ProcessIndex> _handleToIndex = new Dictionary<CoroutineHandle, ProcessIndex>();
private readonly Dictionary<ProcessIndex, CoroutineHandle> _indexToHandle = new Dictionary<ProcessIndex, CoroutineHandle>();
private readonly Dictionary<CoroutineHandle, string> _processTags = new Dictionary<CoroutineHandle, string>();
private readonly Dictionary<string, HashSet<CoroutineHandle>> _taggedProcesses = new Dictionary<string, HashSet<CoroutineHandle>>();
private readonly Dictionary<CoroutineHandle, int> _processLayers = new Dictionary<CoroutineHandle, int>();
private readonly Dictionary<int, HashSet<CoroutineHandle>> _layeredProcesses = new Dictionary<int, HashSet<CoroutineHandle>>();
private IEnumerator<float>[] UpdateProcesses = new IEnumerator<float>[InitialBufferSizeLarge];
private IEnumerator<float>[] LateUpdateProcesses = new IEnumerator<float>[InitialBufferSizeSmall];
private IEnumerator<float>[] FixedUpdateProcesses = new IEnumerator<float>[InitialBufferSizeMedium];
private IEnumerator<float>[] SlowUpdateProcesses = new IEnumerator<float>[InitialBufferSizeMedium];
private IEnumerator<float>[] RealtimeUpdateProcesses = new IEnumerator<float>[InitialBufferSizeSmall];
private IEnumerator<float>[] EditorUpdateProcesses = new IEnumerator<float>[InitialBufferSizeSmall];
private IEnumerator<float>[] EditorSlowUpdateProcesses = new IEnumerator<float>[InitialBufferSizeSmall];
private IEnumerator<float>[] EndOfFrameProcesses = new IEnumerator<float>[InitialBufferSizeSmall];
private IEnumerator<float>[] ManualTimeframeProcesses = new IEnumerator<float>[InitialBufferSizeSmall];
private bool[] UpdatePaused = new bool[InitialBufferSizeLarge];
private bool[] LateUpdatePaused = new bool[InitialBufferSizeSmall];
private bool[] FixedUpdatePaused = new bool[InitialBufferSizeMedium];
private bool[] SlowUpdatePaused = new bool[InitialBufferSizeMedium];
private bool[] RealtimeUpdatePaused = new bool[InitialBufferSizeSmall];
private bool[] EditorUpdatePaused = new bool[InitialBufferSizeSmall];
private bool[] EditorSlowUpdatePaused = new bool[InitialBufferSizeSmall];
private bool[] EndOfFramePaused = new bool[InitialBufferSizeSmall];
private bool[] ManualTimeframePaused = new bool[InitialBufferSizeSmall];
private bool[] UpdateHeld = new bool[InitialBufferSizeLarge];
private bool[] LateUpdateHeld = new bool[InitialBufferSizeSmall];
private bool[] FixedUpdateHeld = new bool[InitialBufferSizeMedium];
private bool[] SlowUpdateHeld = new bool[InitialBufferSizeMedium];
private bool[] RealtimeUpdateHeld = new bool[InitialBufferSizeSmall];
private bool[] EditorUpdateHeld = new bool[InitialBufferSizeSmall];
private bool[] EditorSlowUpdateHeld = new bool[InitialBufferSizeSmall];
private bool[] EndOfFrameHeld = new bool[InitialBufferSizeSmall];
private bool[] ManualTimeframeHeld = new bool[InitialBufferSizeSmall];
private CoroutineHandle _eofWatcherHandle;
private const ushort FramesUntilMaintenance = 64;
private const int ProcessArrayChunkSize = 64;
private const int InitialBufferSizeLarge = 256;
private const int InitialBufferSizeMedium = 64;
private const int InitialBufferSizeSmall = 8;
private static Timing[] ActiveInstances = new Timing[16];
private static Timing _instance;
public static Timing Instance
{
get
{
if (_instance == null || !_instance.gameObject)
{
GameObject instanceHome = GameObject.Find("Timing Controller");
if (instanceHome == null)
{
instanceHome = new GameObject { name = "Timing Controller" };
#if UNITY_EDITOR
if (Application.isPlaying)
DontDestroyOnLoad(instanceHome);
#else
DontDestroyOnLoad(instanceHome);
#endif
}
_instance = instanceHome.GetComponent<Timing>() ?? instanceHome.AddComponent<Timing>();
_instance.InitializeInstanceID();
}
return _instance;
}
set { _instance = value; }
}
void OnDestroy()
{
if (_instance == this)
_instance = null;
}
void OnEnable()
{
if (MainThread == null)
MainThread = System.Threading.Thread.CurrentThread;
if (_nextEditorUpdateProcessSlot > 0 || _nextEditorSlowUpdateProcessSlot > 0)
OnEditorStart();
InitializeInstanceID();
if (_nextEndOfFrameProcessSlot > 0)
RunCoroutineSingletonOnInstance(_EOFPumpWatcher(), "MEC_EOFPumpWatcher", SingletonBehavior.Abort);
}
void OnDisable()
{
if (_instanceID < ActiveInstances.Length)
ActiveInstances[_instanceID] = null;
}
private void InitializeInstanceID()
{
if (ActiveInstances[_instanceID] == null)
{
if (_instanceID == 0x00)
_instanceID++;
for (; _instanceID <= 0x10; _instanceID++)
{
if (_instanceID == 0x10)
{
GameObject.Destroy(gameObject);
throw new System.OverflowException("You are only allowed 15 different contexts for MEC to run inside at one time.");
}
if (ActiveInstances[_instanceID] == null)
{
ActiveInstances[_instanceID] = this;
break;
}
}
}
}
void Update()
{
if (OnPreExecute != null)
OnPreExecute();
if (_lastSlowUpdateTime + TimeBetweenSlowUpdateCalls < Time.realtimeSinceStartup && _nextSlowUpdateProcessSlot > 0)
{
ProcessIndex coindex = new ProcessIndex { seg = Segment.SlowUpdate };
if (UpdateTimeValues(coindex.seg))
_lastSlowUpdateProcessSlot = _nextSlowUpdateProcessSlot;
for (coindex.i = 0; coindex.i < _lastSlowUpdateProcessSlot; coindex.i++)
{
try
{
if (!SlowUpdatePaused[coindex.i] && !SlowUpdateHeld[coindex.i] && SlowUpdateProcesses[coindex.i] != null && !(localTime < SlowUpdateProcesses[coindex.i].Current))
{
currentCoroutine = _indexToHandle[coindex];
if (ProfilerDebugAmount != DebugInfoType.None && _indexToHandle.ContainsKey(coindex))
{
Profiler.BeginSample(ProfilerDebugAmount == DebugInfoType.SeperateTags ? ("Processing Coroutine (Slow Update), " +
(_processLayers.ContainsKey(_indexToHandle[coindex]) ? "layer " + _processLayers[_indexToHandle[coindex]] : "no layer") +
(_processTags.ContainsKey(_indexToHandle[coindex]) ? ", tag " + _processTags[_indexToHandle[coindex]] : ", no tag"))
: "Processing Coroutine (Slow Update)");
}
if (!SlowUpdateProcesses[coindex.i].MoveNext())
{
if (_indexToHandle.ContainsKey(coindex))
KillCoroutinesOnInstance(_indexToHandle[coindex]);
}
else if (SlowUpdateProcesses[coindex.i] != null && float.IsNaN(SlowUpdateProcesses[coindex.i].Current))
{
if (ReplacementFunction != null)
{
SlowUpdateProcesses[coindex.i] = ReplacementFunction(SlowUpdateProcesses[coindex.i], _indexToHandle[coindex]);
ReplacementFunction = null;
}
coindex.i--;
}
if (ProfilerDebugAmount != DebugInfoType.None)
Profiler.EndSample();
}
}
catch (System.Exception ex)
{
Debug.LogException(ex);
if (ex is MissingReferenceException)
Debug.LogError("This exception can probably be fixed by adding \"CancelWith(gameObject)\" when you run the coroutine.\n"
+ "Example: Timing.RunCoroutine(_foo().CancelWith(gameObject), Segment.SlowUpdate);");
}
}
}
if (_nextRealtimeUpdateProcessSlot > 0)
{
ProcessIndex coindex = new ProcessIndex { seg = Segment.RealtimeUpdate };
if (UpdateTimeValues(coindex.seg))
_lastRealtimeUpdateProcessSlot = _nextRealtimeUpdateProcessSlot;
for (coindex.i = 0; coindex.i < _lastRealtimeUpdateProcessSlot; coindex.i++)
{
try
{
if (!RealtimeUpdatePaused[coindex.i] && !RealtimeUpdateHeld[coindex.i] && RealtimeUpdateProcesses[coindex.i] != null && !(localTime < RealtimeUpdateProcesses[coindex.i].Current))
{
currentCoroutine = _indexToHandle[coindex];
if (ProfilerDebugAmount != DebugInfoType.None && _indexToHandle.ContainsKey(coindex))
{
Profiler.BeginSample(ProfilerDebugAmount == DebugInfoType.SeperateTags ? ("Processing Coroutine (Realtime Update), " +
(_processLayers.ContainsKey(_indexToHandle[coindex]) ? "layer " + _processLayers[_indexToHandle[coindex]] : "no layer") +
(_processTags.ContainsKey(_indexToHandle[coindex]) ? ", tag " + _processTags[_indexToHandle[coindex]] : ", no tag"))
: "Processing Coroutine (Realtime Update)");
}
if (!RealtimeUpdateProcesses[coindex.i].MoveNext())
{
if (_indexToHandle.ContainsKey(coindex))
KillCoroutinesOnInstance(_indexToHandle[coindex]);
}
else if (RealtimeUpdateProcesses[coindex.i] != null && float.IsNaN(RealtimeUpdateProcesses[coindex.i].Current))
{
if (ReplacementFunction != null)
{
RealtimeUpdateProcesses[coindex.i] = ReplacementFunction(RealtimeUpdateProcesses[coindex.i], _indexToHandle[coindex]);
ReplacementFunction = null;
}
coindex.i--;
}
if (ProfilerDebugAmount != DebugInfoType.None)
Profiler.EndSample();
}
}
catch (System.Exception ex)
{
Debug.LogException(ex);
if (ex is MissingReferenceException)
Debug.LogError("This exception can probably be fixed by adding \"CancelWith(gameObject)\" when you run the coroutine.\n"
+ "Example: Timing.RunCoroutine(_foo().CancelWith(gameObject), Segment.RealtimeUpdate);");
}
}
}
if (_nextUpdateProcessSlot > 0)
{
ProcessIndex coindex = new ProcessIndex { seg = Segment.Update };
if (UpdateTimeValues(coindex.seg))
_lastUpdateProcessSlot = _nextUpdateProcessSlot;
for (coindex.i = 0; coindex.i < _lastUpdateProcessSlot; coindex.i++)
{
try
{
if (!UpdatePaused[coindex.i] && !UpdateHeld[coindex.i] && UpdateProcesses[coindex.i] != null && !(localTime < UpdateProcesses[coindex.i].Current))
{
currentCoroutine = _indexToHandle[coindex];
if (ProfilerDebugAmount != DebugInfoType.None && _indexToHandle.ContainsKey(coindex))
{
Profiler.BeginSample(ProfilerDebugAmount == DebugInfoType.SeperateTags ? ("Processing Coroutine, " +
(_processLayers.ContainsKey(_indexToHandle[coindex]) ? "layer " + _processLayers[_indexToHandle[coindex]] : "no layer") +
(_processTags.ContainsKey(_indexToHandle[coindex]) ? ", tag " + _processTags[_indexToHandle[coindex]] : ", no tag"))
: "Processing Coroutine");
}
if (!UpdateProcesses[coindex.i].MoveNext())
{
if (_indexToHandle.ContainsKey(coindex))
KillCoroutinesOnInstance(_indexToHandle[coindex]);
}
else if (UpdateProcesses[coindex.i] != null && float.IsNaN(UpdateProcesses[coindex.i].Current))
{
if (ReplacementFunction != null)
{
UpdateProcesses[coindex.i] = ReplacementFunction(UpdateProcesses[coindex.i], _indexToHandle[coindex]);
ReplacementFunction = null;
}
coindex.i--;
}
if (ProfilerDebugAmount != DebugInfoType.None)
Profiler.EndSample();
}
}
catch (System.Exception ex)
{
Debug.LogException(ex);
if (ex is MissingReferenceException)
Debug.LogError("This exception can probably be fixed by adding \"CancelWith(gameObject)\" when you run the coroutine.\n"
+ "Example: Timing.RunCoroutine(_foo().CancelWith(gameObject), Segment.Update);");
}
}
}
if (AutoTriggerManualTimeframe)
{
TriggerManualTimeframeUpdate();
}
else
{
if (++_framesSinceUpdate > FramesUntilMaintenance)
{
_framesSinceUpdate = 0;
if (ProfilerDebugAmount != DebugInfoType.None)
Profiler.BeginSample("Maintenance Task");
RemoveUnused();
if (ProfilerDebugAmount != DebugInfoType.None)
Profiler.EndSample();
}
}
currentCoroutine = default(CoroutineHandle);
}
void FixedUpdate()
{
if (OnPreExecute != null)
OnPreExecute();
if (_nextFixedUpdateProcessSlot > 0)
{
ProcessIndex coindex = new ProcessIndex { seg = Segment.FixedUpdate };
if (UpdateTimeValues(coindex.seg))
_lastFixedUpdateProcessSlot = _nextFixedUpdateProcessSlot;
for (coindex.i = 0; coindex.i < _lastFixedUpdateProcessSlot; coindex.i++)
{
try
{
if (!FixedUpdatePaused[coindex.i] && !FixedUpdateHeld[coindex.i] && FixedUpdateProcesses[coindex.i] != null && !(localTime < FixedUpdateProcesses[coindex.i].Current))
{
currentCoroutine = _indexToHandle[coindex];
if (ProfilerDebugAmount != DebugInfoType.None && _indexToHandle.ContainsKey(coindex))
{
Profiler.BeginSample(ProfilerDebugAmount == DebugInfoType.SeperateTags ? ("Processing Coroutine, " +
(_processLayers.ContainsKey(_indexToHandle[coindex]) ? "layer " + _processLayers[_indexToHandle[coindex]] : "no layer") +
(_processTags.ContainsKey(_indexToHandle[coindex]) ? ", tag " + _processTags[_indexToHandle[coindex]] : ", no tag"))
: "Processing Coroutine");
}
if (!FixedUpdateProcesses[coindex.i].MoveNext())
{
if (_indexToHandle.ContainsKey(coindex))
KillCoroutinesOnInstance(_indexToHandle[coindex]);
}
else if (FixedUpdateProcesses[coindex.i] != null && float.IsNaN(FixedUpdateProcesses[coindex.i].Current))
{
if (ReplacementFunction != null)
{
FixedUpdateProcesses[coindex.i] = ReplacementFunction(FixedUpdateProcesses[coindex.i], _indexToHandle[coindex]);
ReplacementFunction = null;
}
coindex.i--;
}
if (ProfilerDebugAmount != DebugInfoType.None)
Profiler.EndSample();
}
}
catch (System.Exception ex)
{
Debug.LogException(ex);
if (ex is MissingReferenceException)
Debug.LogError("This exception can probably be fixed by adding \"CancelWith(gameObject)\" when you run the coroutine.\n"
+ "Example: Timing.RunCoroutine(_foo().CancelWith(gameObject), Segment.FixedUpdate);");
}
}
currentCoroutine = default(CoroutineHandle);
}
}
void LateUpdate()
{
if (OnPreExecute != null)
OnPreExecute();
if (_nextLateUpdateProcessSlot > 0)
{
ProcessIndex coindex = new ProcessIndex { seg = Segment.LateUpdate };
if (UpdateTimeValues(coindex.seg))
_lastLateUpdateProcessSlot = _nextLateUpdateProcessSlot;
for (coindex.i = 0; coindex.i < _lastLateUpdateProcessSlot; coindex.i++)
{
try
{
if (!LateUpdatePaused[coindex.i] && !LateUpdateHeld[coindex.i] && LateUpdateProcesses[coindex.i] != null && !(localTime < LateUpdateProcesses[coindex.i].Current))
{
currentCoroutine = _indexToHandle[coindex];
if (ProfilerDebugAmount != DebugInfoType.None && _indexToHandle.ContainsKey(coindex))
{
Profiler.BeginSample(ProfilerDebugAmount == DebugInfoType.SeperateTags ? ("Processing Coroutine, " +
(_processLayers.ContainsKey(_indexToHandle[coindex]) ? "layer " + _processLayers[_indexToHandle[coindex]] : "no layer") +
(_processTags.ContainsKey(_indexToHandle[coindex]) ? ", tag " + _processTags[_indexToHandle[coindex]] : ", no tag"))
: "Processing Coroutine");
}
if (!LateUpdateProcesses[coindex.i].MoveNext())
{
if (_indexToHandle.ContainsKey(coindex))
KillCoroutinesOnInstance(_indexToHandle[coindex]);
}
else if (LateUpdateProcesses[coindex.i] != null && float.IsNaN(LateUpdateProcesses[coindex.i].Current))
{
if (ReplacementFunction != null)
{
LateUpdateProcesses[coindex.i] = ReplacementFunction(LateUpdateProcesses[coindex.i], _indexToHandle[coindex]);
ReplacementFunction = null;
}
coindex.i--;
}
if (ProfilerDebugAmount != DebugInfoType.None)
Profiler.EndSample();
}
}
catch (System.Exception ex)
{
Debug.LogException(ex);
if (ex is MissingReferenceException)
Debug.LogError("This exception can probably be fixed by adding \"CancelWith(gameObject)\" when you run the coroutine.\n"
+ "Example: Timing.RunCoroutine(_foo().CancelWith(gameObject), Segment.LateUpdate);");
}
}
currentCoroutine = default(CoroutineHandle);
}
}
/// <summary>
/// This will trigger an update in the manual timeframe segment. If the AutoTriggerManualTimeframeDuringUpdate variable is set to true
/// then this function will be automitically called every Update, so you would normally want to set that variable to false before
/// calling this function yourself.
/// </summary>
public void TriggerManualTimeframeUpdate()
{
if (OnPreExecute != null)
OnPreExecute();
if (_nextManualTimeframeProcessSlot > 0)
{
ProcessIndex coindex = new ProcessIndex { seg = Segment.ManualTimeframe };
if (UpdateTimeValues(coindex.seg))
_lastManualTimeframeProcessSlot = _nextManualTimeframeProcessSlot;
for (coindex.i = 0; coindex.i < _lastManualTimeframeProcessSlot; coindex.i++)
{
try
{
if (!ManualTimeframePaused[coindex.i] && !ManualTimeframeHeld[coindex.i] && ManualTimeframeProcesses[coindex.i] != null &&
!(localTime < ManualTimeframeProcesses[coindex.i].Current))
{
currentCoroutine = _indexToHandle[coindex];
if (ProfilerDebugAmount != DebugInfoType.None && _indexToHandle.ContainsKey(coindex))
{
Profiler.BeginSample(ProfilerDebugAmount == DebugInfoType.SeperateTags ? ("Processing Coroutine (Manual Timeframe), " +
(_processLayers.ContainsKey(_indexToHandle[coindex]) ? "layer " + _processLayers[_indexToHandle[coindex]] : "no layer") +
(_processTags.ContainsKey(_indexToHandle[coindex]) ? ", tag " + _processTags[_indexToHandle[coindex]] : ", no tag"))
: "Processing Coroutine (Manual Timeframe)");
}
if (!ManualTimeframeProcesses[coindex.i].MoveNext())
{
if (_indexToHandle.ContainsKey(coindex))
KillCoroutinesOnInstance(_indexToHandle[coindex]);
}
else if (ManualTimeframeProcesses[coindex.i] != null && float.IsNaN(ManualTimeframeProcesses[coindex.i].Current))
{
if (ReplacementFunction != null)
{
ManualTimeframeProcesses[coindex.i] = ReplacementFunction(ManualTimeframeProcesses[coindex.i], _indexToHandle[coindex]);
ReplacementFunction = null;
}
coindex.i--;
}
if (ProfilerDebugAmount != DebugInfoType.None)
Profiler.EndSample();
}
}
catch (System.Exception ex)
{
Debug.LogException(ex);
if (ex is MissingReferenceException)
Debug.LogError("This exception can probably be fixed by adding \"CancelWith(gameObject)\" when you run the coroutine.\n"
+ "Example: Timing.RunCoroutine(_foo().CancelWith(gameObject), Segment.ManualTimeframe);");
}
}
}
if (++_framesSinceUpdate > FramesUntilMaintenance)
{
_framesSinceUpdate = 0;
if (ProfilerDebugAmount != DebugInfoType.None)
Profiler.BeginSample("Maintenance Task");
RemoveUnused();
if (ProfilerDebugAmount != DebugInfoType.None)
Profiler.EndSample();
}
currentCoroutine = default(CoroutineHandle);
}
private bool OnEditorStart()
{
#if UNITY_EDITOR
if (EditorApplication.isPlayingOrWillChangePlaymode)
return false;
if (_lastEditorUpdateTime < 0.001)
_lastEditorUpdateTime = (float)EditorApplication.timeSinceStartup;
if (ActiveInstances[_instanceID] == null)
OnEnable();
EditorApplication.update -= OnEditorUpdate;
EditorApplication.update += OnEditorUpdate;
return true;
#else
return false;
#endif
}
#if UNITY_EDITOR
private void OnEditorUpdate()
{
if (OnPreExecute != null)
OnPreExecute();
if (EditorApplication.isPlayingOrWillChangePlaymode)
{
for (int i = 0; i < _nextEditorUpdateProcessSlot; i++)
EditorUpdateProcesses[i] = null;
_nextEditorUpdateProcessSlot = 0;
for (int i = 0; i < _nextEditorSlowUpdateProcessSlot; i++)
EditorSlowUpdateProcesses[i] = null;
_nextEditorSlowUpdateProcessSlot = 0;
EditorApplication.update -= OnEditorUpdate;
_instance = null;
}
if (_lastEditorSlowUpdateTime + TimeBetweenSlowUpdateCalls < EditorApplication.timeSinceStartup && _nextEditorSlowUpdateProcessSlot > 0)
{
ProcessIndex coindex = new ProcessIndex { seg = Segment.EditorSlowUpdate };
if (UpdateTimeValues(coindex.seg))
_lastEditorSlowUpdateProcessSlot = _nextEditorSlowUpdateProcessSlot;
for (coindex.i = 0; coindex.i < _lastEditorSlowUpdateProcessSlot; coindex.i++)
{
currentCoroutine = _indexToHandle[coindex];
try
{
if (!EditorSlowUpdatePaused[coindex.i] && !EditorSlowUpdateHeld[coindex.i] && EditorSlowUpdateProcesses[coindex.i] != null &&
!(EditorApplication.timeSinceStartup < EditorSlowUpdateProcesses[coindex.i].Current))
{
if (!EditorSlowUpdateProcesses[coindex.i].MoveNext())
{
if (_indexToHandle.ContainsKey(coindex))
KillCoroutinesOnInstance(_indexToHandle[coindex]);
}
else if (EditorSlowUpdateProcesses[coindex.i] != null && float.IsNaN(EditorSlowUpdateProcesses[coindex.i].Current))
{
if (ReplacementFunction != null)
{
EditorSlowUpdateProcesses[coindex.i] = ReplacementFunction(EditorSlowUpdateProcesses[coindex.i], _indexToHandle[coindex]);
ReplacementFunction = null;
}
coindex.i--;
}
}
}
catch (System.Exception ex)
{
Debug.LogException(ex);
if (ex is MissingReferenceException)
Debug.LogError("This exception can probably be fixed by adding \"CancelWith(gameObject)\" when you run the coroutine.\n"
+ "Example: Timing.RunCoroutine(_foo().CancelWith(gameObject), Segment.EditorUpdate);");
}
}
}
if (_nextEditorUpdateProcessSlot > 0)
{
ProcessIndex coindex = new ProcessIndex { seg = Segment.EditorUpdate };
if (UpdateTimeValues(coindex.seg))
_lastEditorUpdateProcessSlot = _nextEditorUpdateProcessSlot;
for (coindex.i = 0; coindex.i < _lastEditorUpdateProcessSlot; coindex.i++)
{
currentCoroutine = _indexToHandle[coindex];
try
{
if (!EditorUpdatePaused[coindex.i] && !EditorUpdateHeld[coindex.i] && EditorUpdateProcesses[coindex.i] != null &&
!(EditorApplication.timeSinceStartup < EditorUpdateProcesses[coindex.i].Current))
{
if (!EditorUpdateProcesses[coindex.i].MoveNext())
{
if (_indexToHandle.ContainsKey(coindex))
KillCoroutinesOnInstance(_indexToHandle[coindex]);
}
else if (EditorUpdateProcesses[coindex.i] != null && float.IsNaN(EditorUpdateProcesses[coindex.i].Current))
{
if (ReplacementFunction != null)
{
EditorUpdateProcesses[coindex.i] = ReplacementFunction(EditorUpdateProcesses[coindex.i], _indexToHandle[coindex]);
ReplacementFunction = null;
}
coindex.i--;
}
}
}
catch (System.Exception ex)
{
Debug.LogException(ex);
if (ex is MissingReferenceException)
Debug.LogError("This exception can probably be fixed by adding \"CancelWith(gameObject)\" when you run the coroutine.\n"
+ "Example: Timing.RunCoroutine(_foo().CancelWith(gameObject), Segment.EditorUpdate);");
}
}
}
if (++_framesSinceUpdate > FramesUntilMaintenance)
{
_framesSinceUpdate = 0;
EditorRemoveUnused();
}
currentCoroutine = default(CoroutineHandle);
}
#endif
private IEnumerator<float> _EOFPumpWatcher()
{
while (_nextEndOfFrameProcessSlot > 0)
{
if (!_EOFPumpRan)
base.StartCoroutine(_EOFPump());
_EOFPumpRan = false;
yield return WaitForOneFrame;
}
_EOFPumpRan = false;
}
private System.Collections.IEnumerator _EOFPump()
{
while (_nextEndOfFrameProcessSlot > 0)
{
yield return EofWaitObject;
if (OnPreExecute != null)
OnPreExecute();
ProcessIndex coindex = new ProcessIndex { seg = Segment.EndOfFrame };
_EOFPumpRan = true;
if (UpdateTimeValues(coindex.seg))
_lastEndOfFrameProcessSlot = _nextEndOfFrameProcessSlot;
for (coindex.i = 0; coindex.i < _lastEndOfFrameProcessSlot; coindex.i++)
{
try
{
if (!EndOfFramePaused[coindex.i] && !EndOfFrameHeld[coindex.i] && EndOfFrameProcesses[coindex.i] != null && !(localTime < EndOfFrameProcesses[coindex.i].Current))
{
currentCoroutine = _indexToHandle[coindex];
if (ProfilerDebugAmount != DebugInfoType.None && _indexToHandle.ContainsKey(coindex))
{
Profiler.BeginSample(ProfilerDebugAmount == DebugInfoType.SeperateTags ? ("Processing Coroutine, " +
(_processLayers.ContainsKey(_indexToHandle[coindex]) ? "layer " + _processLayers[_indexToHandle[coindex]] : "no layer") +
(_processTags.ContainsKey(_indexToHandle[coindex]) ? ", tag " + _processTags[_indexToHandle[coindex]] : ", no tag"))
: "Processing Coroutine");
}
if (!EndOfFrameProcesses[coindex.i].MoveNext())
{
if (_indexToHandle.ContainsKey(coindex))
KillCoroutinesOnInstance(_indexToHandle[coindex]);
}
else if (EndOfFrameProcesses[coindex.i] != null && float.IsNaN(EndOfFrameProcesses[coindex.i].Current))
{
if (ReplacementFunction != null)
{
EndOfFrameProcesses[coindex.i] = ReplacementFunction(EndOfFrameProcesses[coindex.i], _indexToHandle[coindex]);
ReplacementFunction = null;
}
coindex.i--;
}
if (ProfilerDebugAmount != DebugInfoType.None)
Profiler.EndSample();
}
}
catch (System.Exception ex)
{
Debug.LogException(ex);
if (ex is MissingReferenceException)
Debug.LogError("This exception can probably be fixed by adding \"CancelWith(gameObject)\" when you run the coroutine.\n"
+ "Example: Timing.RunCoroutine(_foo().CancelWith(gameObject), Segment.EndOfFrame);");
}
}
}
currentCoroutine = default(CoroutineHandle);
}
private void RemoveUnused()
{
var waitTrigsEnum = _waitingTriggers.GetEnumerator();
while (waitTrigsEnum.MoveNext())
{
if (waitTrigsEnum.Current.Value.Count == 0)
{
_waitingTriggers.Remove(waitTrigsEnum.Current.Key);
waitTrigsEnum = _waitingTriggers.GetEnumerator();
continue;
}
if (_handleToIndex.ContainsKey(waitTrigsEnum.Current.Key) && CoindexIsNull(_handleToIndex[waitTrigsEnum.Current.Key]))
{
CloseWaitingProcess(waitTrigsEnum.Current.Key);
waitTrigsEnum = _waitingTriggers.GetEnumerator();
}
}
ProcessIndex outer, inner;
outer.seg = inner.seg = Segment.Update;
for (outer.i = inner.i = 0; outer.i < _nextUpdateProcessSlot; outer.i++)
{
if (UpdateProcesses[outer.i] != null)
{
if (outer.i != inner.i)
{
UpdateProcesses[inner.i] = UpdateProcesses[outer.i];
UpdatePaused[inner.i] = UpdatePaused[outer.i];
UpdateHeld[inner.i] = UpdateHeld[outer.i];
if (_indexToHandle.ContainsKey(inner))
{
RemoveGraffiti(_indexToHandle[inner]);
_handleToIndex.Remove(_indexToHandle[inner]);
_indexToHandle.Remove(inner);
}
_handleToIndex[_indexToHandle[outer]] = inner;
_indexToHandle.Add(inner, _indexToHandle[outer]);
_indexToHandle.Remove(outer);
}
inner.i++;
}
}
for (outer.i = inner.i; outer.i < _nextUpdateProcessSlot; outer.i++)
{
UpdateProcesses[outer.i] = null;
UpdatePaused[outer.i] = false;
UpdateHeld[outer.i] = false;
if (_indexToHandle.ContainsKey(outer))
{
RemoveGraffiti(_indexToHandle[outer]);
_handleToIndex.Remove(_indexToHandle[outer]);
_indexToHandle.Remove(outer);
}
}
UpdateCoroutines = _nextUpdateProcessSlot = inner.i;
outer.seg = inner.seg = Segment.FixedUpdate;
for (outer.i = inner.i = 0; outer.i < _nextFixedUpdateProcessSlot; outer.i++)
{
if (FixedUpdateProcesses[outer.i] != null)
{
if (outer.i != inner.i)
{
FixedUpdateProcesses[inner.i] = FixedUpdateProcesses[outer.i];
FixedUpdatePaused[inner.i] = FixedUpdatePaused[outer.i];
FixedUpdateHeld[inner.i] = FixedUpdateHeld[outer.i];
if (_indexToHandle.ContainsKey(inner))
{
RemoveGraffiti(_indexToHandle[inner]);
_handleToIndex.Remove(_indexToHandle[inner]);
_indexToHandle.Remove(inner);
}
_handleToIndex[_indexToHandle[outer]] = inner;
_indexToHandle.Add(inner, _indexToHandle[outer]);
_indexToHandle.Remove(outer);
}
inner.i++;
}
}
for (outer.i = inner.i; outer.i < _nextFixedUpdateProcessSlot; outer.i++)
{
FixedUpdateProcesses[outer.i] = null;
FixedUpdatePaused[outer.i] = false;
FixedUpdateHeld[outer.i] = false;
if (_indexToHandle.ContainsKey(outer))
{
RemoveGraffiti(_indexToHandle[outer]);
_handleToIndex.Remove(_indexToHandle[outer]);
_indexToHandle.Remove(outer);
}
}
FixedUpdateCoroutines = _nextFixedUpdateProcessSlot = inner.i;
outer.seg = inner.seg = Segment.LateUpdate;
for (outer.i = inner.i = 0; outer.i < _nextLateUpdateProcessSlot; outer.i++)
{
if (LateUpdateProcesses[outer.i] != null)
{
if (outer.i != inner.i)
{
LateUpdateProcesses[inner.i] = LateUpdateProcesses[outer.i];
LateUpdatePaused[inner.i] = LateUpdatePaused[outer.i];
LateUpdateHeld[inner.i] = LateUpdateHeld[outer.i];
if (_indexToHandle.ContainsKey(inner))
{
RemoveGraffiti(_indexToHandle[inner]);
_handleToIndex.Remove(_indexToHandle[inner]);
_indexToHandle.Remove(inner);
}
_handleToIndex[_indexToHandle[outer]] = inner;
_indexToHandle.Add(inner, _indexToHandle[outer]);
_indexToHandle.Remove(outer);
}
inner.i++;
}
}
for (outer.i = inner.i; outer.i < _nextLateUpdateProcessSlot; outer.i++)
{
LateUpdateProcesses[outer.i] = null;
LateUpdatePaused[outer.i] = false;
LateUpdateHeld[outer.i] = false;
if (_indexToHandle.ContainsKey(outer))
{
RemoveGraffiti(_indexToHandle[outer]);
_handleToIndex.Remove(_indexToHandle[outer]);
_indexToHandle.Remove(outer);
}
}
LateUpdateCoroutines = _nextLateUpdateProcessSlot = inner.i;
outer.seg = inner.seg = Segment.SlowUpdate;
for (outer.i = inner.i = 0; outer.i < _nextSlowUpdateProcessSlot; outer.i++)
{
if (SlowUpdateProcesses[outer.i] != null)
{
if (outer.i != inner.i)
{
SlowUpdateProcesses[inner.i] = SlowUpdateProcesses[outer.i];
SlowUpdatePaused[inner.i] = SlowUpdatePaused[outer.i];
SlowUpdateHeld[inner.i] = SlowUpdateHeld[outer.i];
if (_indexToHandle.ContainsKey(inner))
{
RemoveGraffiti(_indexToHandle[inner]);
_handleToIndex.Remove(_indexToHandle[inner]);
_indexToHandle.Remove(inner);
}
_handleToIndex[_indexToHandle[outer]] = inner;
_indexToHandle.Add(inner, _indexToHandle[outer]);
_indexToHandle.Remove(outer);
}
inner.i++;
}
}
for (outer.i = inner.i; outer.i < _nextSlowUpdateProcessSlot; outer.i++)
{
SlowUpdateProcesses[outer.i] = null;
SlowUpdatePaused[outer.i] = false;
SlowUpdateHeld[outer.i] = false;
if (_indexToHandle.ContainsKey(outer))
{
RemoveGraffiti(_indexToHandle[outer]);
_handleToIndex.Remove(_indexToHandle[outer]);
_indexToHandle.Remove(outer);
}
}
SlowUpdateCoroutines = _nextSlowUpdateProcessSlot = inner.i;
outer.seg = inner.seg = Segment.RealtimeUpdate;
for (outer.i = inner.i = 0; outer.i < _nextRealtimeUpdateProcessSlot; outer.i++)
{
if (RealtimeUpdateProcesses[outer.i] != null)
{
if (outer.i != inner.i)
{
RealtimeUpdateProcesses[inner.i] = RealtimeUpdateProcesses[outer.i];
RealtimeUpdatePaused[inner.i] = RealtimeUpdatePaused[outer.i];
RealtimeUpdateHeld[inner.i] = RealtimeUpdateHeld[outer.i];
if (_indexToHandle.ContainsKey(inner))
{
RemoveGraffiti(_indexToHandle[inner]);
_handleToIndex.Remove(_indexToHandle[inner]);
_indexToHandle.Remove(inner);
}
_handleToIndex[_indexToHandle[outer]] = inner;
_indexToHandle.Add(inner, _indexToHandle[outer]);
_indexToHandle.Remove(outer);
}
inner.i++;
}
}
for (outer.i = inner.i; outer.i < _nextRealtimeUpdateProcessSlot; outer.i++)
{
RealtimeUpdateProcesses[outer.i] = null;
RealtimeUpdatePaused[outer.i] = false;
RealtimeUpdateHeld[outer.i] = false;
if (_indexToHandle.ContainsKey(outer))
{
RemoveGraffiti(_indexToHandle[outer]);
_handleToIndex.Remove(_indexToHandle[outer]);
_indexToHandle.Remove(outer);
}
}
RealtimeUpdateCoroutines = _nextRealtimeUpdateProcessSlot = inner.i;
outer.seg = inner.seg = Segment.EndOfFrame;
for (outer.i = inner.i = 0; outer.i < _nextEndOfFrameProcessSlot; outer.i++)
{
if (EndOfFrameProcesses[outer.i] != null)
{
if (outer.i != inner.i)
{
EndOfFrameProcesses[inner.i] = EndOfFrameProcesses[outer.i];
EndOfFramePaused[inner.i] = EndOfFramePaused[outer.i];
EndOfFrameHeld[inner.i] = EndOfFrameHeld[outer.i];
if (_indexToHandle.ContainsKey(inner))
{
RemoveGraffiti(_indexToHandle[inner]);
_handleToIndex.Remove(_indexToHandle[inner]);
_indexToHandle.Remove(inner);
}
_handleToIndex[_indexToHandle[outer]] = inner;
_indexToHandle.Add(inner, _indexToHandle[outer]);
_indexToHandle.Remove(outer);
}
inner.i++;
}
}
for (outer.i = inner.i; outer.i < _nextEndOfFrameProcessSlot; outer.i++)
{
EndOfFrameProcesses[outer.i] = null;
EndOfFramePaused[outer.i] = false;
EndOfFrameHeld[outer.i] = false;
if (_indexToHandle.ContainsKey(outer))
{
RemoveGraffiti(_indexToHandle[outer]);
_handleToIndex.Remove(_indexToHandle[outer]);
_indexToHandle.Remove(outer);
}
}
EndOfFrameCoroutines = _nextEndOfFrameProcessSlot = inner.i;
outer.seg = inner.seg = Segment.ManualTimeframe;
for (outer.i = inner.i = 0; outer.i < _nextManualTimeframeProcessSlot; outer.i++)
{
if (ManualTimeframeProcesses[outer.i] != null)
{
if (outer.i != inner.i)
{
ManualTimeframeProcesses[inner.i] = ManualTimeframeProcesses[outer.i];
ManualTimeframePaused[inner.i] = ManualTimeframePaused[outer.i];
ManualTimeframeHeld[inner.i] = ManualTimeframeHeld[outer.i];
if (_indexToHandle.ContainsKey(inner))
{
RemoveGraffiti(_indexToHandle[inner]);
_handleToIndex.Remove(_indexToHandle[inner]);
_indexToHandle.Remove(inner);
}
_handleToIndex[_indexToHandle[outer]] = inner;
_indexToHandle.Add(inner, _indexToHandle[outer]);
_indexToHandle.Remove(outer);
}
inner.i++;
}
}
for (outer.i = inner.i; outer.i < _nextManualTimeframeProcessSlot; outer.i++)
{
ManualTimeframeProcesses[outer.i] = null;
ManualTimeframePaused[outer.i] = false;
ManualTimeframeHeld[outer.i] = false;
if (_indexToHandle.ContainsKey(outer))
{
RemoveGraffiti(_indexToHandle[outer]);
_handleToIndex.Remove(_indexToHandle[outer]);
_indexToHandle.Remove(outer);
}
}
ManualTimeframeCoroutines = _nextManualTimeframeProcessSlot = inner.i;
}
private void EditorRemoveUnused()
{
var waitTrigsEnum = _waitingTriggers.GetEnumerator();
while (waitTrigsEnum.MoveNext())
{
if (_handleToIndex.ContainsKey(waitTrigsEnum.Current.Key) && CoindexIsNull(_handleToIndex[waitTrigsEnum.Current.Key]))
{
CloseWaitingProcess(waitTrigsEnum.Current.Key);
waitTrigsEnum = _waitingTriggers.GetEnumerator();
}
}
ProcessIndex outer, inner;
outer.seg = inner.seg = Segment.EditorUpdate;
for (outer.i = inner.i = 0; outer.i < _nextEditorUpdateProcessSlot; outer.i++)
{
if (EditorUpdateProcesses[outer.i] != null)
{
if (outer.i != inner.i)
{
EditorUpdateProcesses[inner.i] = EditorUpdateProcesses[outer.i];
EditorUpdatePaused[inner.i] = EditorUpdatePaused[outer.i];
EditorUpdateHeld[inner.i] = EditorUpdateHeld[outer.i];
if (_indexToHandle.ContainsKey(inner))
{
RemoveGraffiti(_indexToHandle[inner]);
_handleToIndex.Remove(_indexToHandle[inner]);
_indexToHandle.Remove(inner);
}
_handleToIndex[_indexToHandle[outer]] = inner;
_indexToHandle.Add(inner, _indexToHandle[outer]);
_indexToHandle.Remove(outer);
}
inner.i++;
}
}
for (outer.i = inner.i; outer.i < _nextEditorUpdateProcessSlot; outer.i++)
{
EditorUpdateProcesses[outer.i] = null;
EditorUpdatePaused[outer.i] = false;
EditorUpdateHeld[outer.i] = false;
if (_indexToHandle.ContainsKey(outer))
{
RemoveGraffiti(_indexToHandle[outer]);
_handleToIndex.Remove(_indexToHandle[outer]);
_indexToHandle.Remove(outer);
}
}
EditorUpdateCoroutines = _nextEditorUpdateProcessSlot = inner.i;
outer.seg = inner.seg = Segment.EditorSlowUpdate;
for (outer.i = inner.i = 0; outer.i < _nextEditorSlowUpdateProcessSlot; outer.i++)
{
if (EditorSlowUpdateProcesses[outer.i] != null)
{
if (outer.i != inner.i)
{
EditorSlowUpdateProcesses[inner.i] = EditorSlowUpdateProcesses[outer.i];
EditorUpdatePaused[inner.i] = EditorUpdatePaused[outer.i];
EditorUpdateHeld[inner.i] = EditorUpdateHeld[outer.i];
if (_indexToHandle.ContainsKey(inner))
{
RemoveGraffiti(_indexToHandle[inner]);
_handleToIndex.Remove(_indexToHandle[inner]);
_indexToHandle.Remove(inner);
}
_handleToIndex[_indexToHandle[outer]] = inner;
_indexToHandle.Add(inner, _indexToHandle[outer]);
_indexToHandle.Remove(outer);
}
inner.i++;
}
}
for (outer.i = inner.i; outer.i < _nextEditorSlowUpdateProcessSlot; outer.i++)
{
EditorSlowUpdateProcesses[outer.i] = null;
EditorSlowUpdatePaused[outer.i] = false;
EditorSlowUpdateHeld[outer.i] = false;
if (_indexToHandle.ContainsKey(outer))
{
RemoveGraffiti(_indexToHandle[outer]);
_handleToIndex.Remove(_indexToHandle[outer]);
_indexToHandle.Remove(outer);
}
}
EditorSlowUpdateCoroutines = _nextEditorSlowUpdateProcessSlot = inner.i;
}
/// <summary>
/// Run a new coroutine in the Update segment.
/// </summary>
/// <param name="coroutine">The new coroutine's handle.</param>
/// <returns>The coroutine's handle, which can be used for Wait and Kill operations.</returns>
public static CoroutineHandle RunCoroutine(IEnumerator<float> coroutine)
{
return coroutine == null ? new CoroutineHandle()
: Instance.RunCoroutineInternal(coroutine, Segment.Update, 0, false, null, new CoroutineHandle(Instance._instanceID), true);
}
/// <summary>
/// Run a new coroutine in the Update segment.
/// </summary>
/// <param name="coroutine">The new coroutine's handle.</param>
/// <param name="gameObj">The new coroutine will be put on a layer corresponding to this gameObject.</param>
/// <returns>The coroutine's handle, which can be used for Wait and Kill operations.</returns>
public static CoroutineHandle RunCoroutine(IEnumerator<float> coroutine, GameObject gameObj)
{
return coroutine == null ? new CoroutineHandle() : Instance.RunCoroutineInternal(coroutine, Segment.Update,
gameObj == null ? 0 : gameObj.GetInstanceID(), gameObj != null, null, new CoroutineHandle(Instance._instanceID), true);
}
/// <summary>
/// Run a new coroutine in the Update segment.
/// </summary>
/// <param name="coroutine">The new coroutine's handle.</param>
/// <param name="layer">An optional layer to attach to the coroutine which can later be used to identify this coroutine.</param>
/// <returns>The coroutine's handle, which can be used for Wait and Kill operations.</returns>
public static CoroutineHandle RunCoroutine(IEnumerator<float> coroutine, int layer)
{
return coroutine == null ? new CoroutineHandle()
: Instance.RunCoroutineInternal(coroutine, Segment.Update, layer, true, null, new CoroutineHandle(Instance._instanceID), true);
}
/// <summary>
/// Run a new coroutine in the Update segment.
/// </summary>
/// <param name="coroutine">The new coroutine's handle.</param>
/// <param name="tag">An optional tag to attach to the coroutine which can later be used to identify this coroutine.</param>
/// <returns>The coroutine's handle, which can be used for Wait and Kill operations.</returns>
public static CoroutineHandle RunCoroutine(IEnumerator<float> coroutine, string tag)
{
return coroutine == null ? new CoroutineHandle()
: Instance.RunCoroutineInternal(coroutine, Segment.Update, 0, false, tag, new CoroutineHandle(Instance._instanceID), true);
}
/// <summary>
/// Run a new coroutine in the Update segment.
/// </summary>
/// <param name="coroutine">The new coroutine's handle.</param>
/// <param name="gameObj">The new coroutine will be put on a layer corresponding to this gameObject.</param>
/// <param name="tag">An optional tag to attach to the coroutine which can later be used to identify this coroutine.</param>
/// <returns>The coroutine's handle, which can be used for Wait and Kill operations.</returns>
public static CoroutineHandle RunCoroutine(IEnumerator<float> coroutine, GameObject gameObj, string tag)
{
return coroutine == null ? new CoroutineHandle() : Instance.RunCoroutineInternal(coroutine, Segment.Update,
gameObj == null ? 0 : gameObj.GetInstanceID(), gameObj != null, tag, new CoroutineHandle(Instance._instanceID), true);
}
/// <summary>
/// Run a new coroutine in the Update segment.
/// </summary>
/// <param name="coroutine">The new coroutine's handle.</param>
/// <param name="layer">An optional layer to attach to the coroutine which can later be used to identify this coroutine.</param>
/// <param name="tag">An optional tag to attach to the coroutine which can later be used to identify this coroutine.</param>
/// <returns>The coroutine's handle, which can be used for Wait and Kill operations.</returns>
public static CoroutineHandle RunCoroutine(IEnumerator<float> coroutine, int layer, string tag)
{
return coroutine == null ? new CoroutineHandle()
: Instance.RunCoroutineInternal(coroutine, Segment.Update, layer, true, tag, new CoroutineHandle(Instance._instanceID), true);
}
/// <summary>
/// Run a new coroutine.
/// </summary>
/// <param name="coroutine">The new coroutine's handle.</param>
/// <param name="segment">The segment that the coroutine should run in.</param>
/// <returns>The coroutine's handle, which can be used for Wait and Kill operations.</returns>
public static CoroutineHandle RunCoroutine(IEnumerator<float> coroutine, Segment segment)
{
return coroutine == null ? new CoroutineHandle()
: Instance.RunCoroutineInternal(coroutine, segment, 0, false, null, new CoroutineHandle(Instance._instanceID), true);
}
/// <summary>
/// Run a new coroutine.
/// </summary>
/// <param name="coroutine">The new coroutine's handle.</param>
/// <param name="segment">The segment that the coroutine should run in.</param>
/// <param name="gameObj">The new coroutine will be put on a layer corresponding to this gameObject.</param>
/// <returns>The coroutine's handle, which can be used for Wait and Kill operations.</returns>
public static CoroutineHandle RunCoroutine(IEnumerator<float> coroutine, Segment segment, GameObject gameObj)
{
return coroutine == null ? new CoroutineHandle() : Instance.RunCoroutineInternal(coroutine, segment,
gameObj == null ? 0 : gameObj.GetInstanceID(), gameObj != null, null, new CoroutineHandle(Instance._instanceID), true);
}
/// <summary>
/// Run a new coroutine.
/// </summary>
/// <param name="coroutine">The new coroutine's handle.</param>
/// <param name="segment">The segment that the coroutine should run in.</param>
/// <param name="layer">An optional layer to attach to the coroutine which can later be used to identify this coroutine.</param>
/// <returns>The coroutine's handle, which can be used for Wait and Kill operations.</returns>
public static CoroutineHandle RunCoroutine(IEnumerator<float> coroutine, Segment segment, int layer)
{
return coroutine == null ? new CoroutineHandle()
: Instance.RunCoroutineInternal(coroutine, segment, layer, true, null, new CoroutineHandle(Instance._instanceID), true);
}
/// <summary>
/// Run a new coroutine.
/// </summary>
/// <param name="coroutine">The new coroutine's handle.</param>
/// <param name="segment">The segment that the coroutine should run in.</param>
/// <param name="tag">An optional tag to attach to the coroutine which can later be used to identify this coroutine.</param>
/// <returns>The coroutine's handle, which can be used for Wait and Kill operations.</returns>
public static CoroutineHandle RunCoroutine(IEnumerator<float> coroutine, Segment segment, string tag)
{
return coroutine == null ? new CoroutineHandle()
: Instance.RunCoroutineInternal(coroutine, segment, 0, false, tag, new CoroutineHandle(Instance._instanceID), true);
}
/// <summary>
/// Run a new coroutine.
/// </summary>
/// <param name="coroutine">The new coroutine's handle.</param>
/// <param name="segment">The segment that the coroutine should run in.</param>
/// <param name="gameObj">The new coroutine will be put on a layer corresponding to this gameObject.</param>
/// <param name="tag">An optional tag to attach to the coroutine which can later be used to identify this coroutine.</param>
/// <returns>The coroutine's handle, which can be used for Wait and Kill operations.</returns>
public static CoroutineHandle RunCoroutine(IEnumerator<float> coroutine, Segment segment, GameObject gameObj, string tag)
{
return coroutine == null ? new CoroutineHandle() : Instance.RunCoroutineInternal(coroutine, segment,
gameObj == null ? 0 : gameObj.GetInstanceID(), gameObj != null, tag, new CoroutineHandle(Instance._instanceID), true);
}
/// <summary>
/// Run a new coroutine.
/// </summary>
/// <param name="coroutine">The new coroutine's handle.</param>
/// <param name="segment">The segment that the coroutine should run in.</param>
/// <param name="layer">An optional layer to attach to the coroutine which can later be used to identify this coroutine.</param>
/// <param name="tag">An optional tag to attach to the coroutine which can later be used to identify this coroutine.</param>
/// <returns>The coroutine's handle, which can be used for Wait and Kill operations.</returns>
public static CoroutineHandle RunCoroutine(IEnumerator<float> coroutine, Segment segment, int layer, string tag)
{
return coroutine == null ? new CoroutineHandle()
: Instance.RunCoroutineInternal(coroutine, segment, layer, true, tag, new CoroutineHandle(Instance._instanceID), true);
}
/// <summary>
/// Run a new coroutine on this Timing instance in the Update segment.
/// </summary>
/// <param name="coroutine">The new coroutine's handle.</param>
/// <returns>The coroutine's handle, which can be used for Wait and Kill operations.</returns>
public CoroutineHandle RunCoroutineOnInstance(IEnumerator<float> coroutine)
{
return coroutine == null ? new CoroutineHandle()
: RunCoroutineInternal(coroutine, Segment.Update, 0, false, null, new CoroutineHandle(_instanceID), true);
}
/// <summary>
/// Run a new coroutine on this Timing instance in the Update segment.
/// </summary>
/// <param name="coroutine">The new coroutine's handle.</param>
/// <param name="gameObj">The new coroutine will be put on a layer corresponding to this gameObject.</param>
/// <returns>The coroutine's handle, which can be used for Wait and Kill operations.</returns>
public CoroutineHandle RunCoroutineOnInstance(IEnumerator<float> coroutine, GameObject gameObj)
{
return coroutine == null ? new CoroutineHandle() : RunCoroutineInternal(coroutine, Segment.Update,
gameObj == null ? 0 : gameObj.GetInstanceID(), gameObj != null, null, new CoroutineHandle(_instanceID), true);
}
/// <summary>
/// Run a new coroutine on this Timing instance in the Update segment.
/// </summary>
/// <param name="coroutine">The new coroutine's handle.</param>
/// <param name="layer">An optional layer to attach to the coroutine which can later be used to identify this coroutine.</param>
/// <returns>The coroutine's handle, which can be used for Wait and Kill operations.</returns>
public CoroutineHandle RunCoroutineOnInstance(IEnumerator<float> coroutine, int layer)
{
return coroutine == null ? new CoroutineHandle()
: RunCoroutineInternal(coroutine, Segment.Update, layer, true, null, new CoroutineHandle(_instanceID), true);
}
/// <summary>
/// Run a new coroutine on this Timing instance in the Update segment.
/// </summary>
/// <param name="coroutine">The new coroutine's handle.</param>
/// <param name="tag">An optional tag to attach to the coroutine which can later be used to identify this coroutine.</param>
/// <returns>The coroutine's handle, which can be used for Wait and Kill operations.</returns>
public CoroutineHandle RunCoroutineOnInstance(IEnumerator<float> coroutine, string tag)
{
return coroutine == null ? new CoroutineHandle()
: RunCoroutineInternal(coroutine, Segment.Update, 0, false, tag, new CoroutineHandle(_instanceID), true);
}
/// <summary>
/// Run a new coroutine on this Timing instance in the Update segment.
/// </summary>
/// <param name="coroutine">The new coroutine's handle.</param>
/// <param name="gameObj">The new coroutine will be put on a layer corresponding to this gameObject.</param>
/// <param name="tag">An optional tag to attach to the coroutine which can later be used to identify this coroutine.</param>
/// <returns>The coroutine's handle, which can be used for Wait and Kill operations.</returns>
public CoroutineHandle RunCoroutineOnInstance(IEnumerator<float> coroutine, GameObject gameObj, string tag)
{
return coroutine == null ? new CoroutineHandle() : RunCoroutineInternal(coroutine, Segment.Update,
gameObj == null ? 0 : gameObj.GetInstanceID(), gameObj != null, tag, new CoroutineHandle(_instanceID), true);
}
/// <summary>
/// Run a new coroutine on this Timing instance in the Update segment.
/// </summary>
/// <param name="coroutine">The new coroutine's handle.</param>
/// <param name="layer">An optional layer to attach to the coroutine which can later be used to identify this coroutine.</param>
/// <param name="tag">An optional tag to attach to the coroutine which can later be used to identify this coroutine.</param>
/// <returns>The coroutine's handle, which can be used for Wait and Kill operations.</returns>
public CoroutineHandle RunCoroutineOnInstance(IEnumerator<float> coroutine, int layer, string tag)
{
return coroutine == null ? new CoroutineHandle()
: RunCoroutineInternal(coroutine, Segment.Update, layer, true, tag, new CoroutineHandle(_instanceID), true);
}
/// <summary>
/// Run a new coroutine on this Timing instance.
/// </summary>
/// <param name="coroutine">The new coroutine's handle.</param>
/// <param name="segment">The segment that the coroutine should run in.</param>
/// <returns>The coroutine's handle, which can be used for Wait and Kill operations.</returns>
public CoroutineHandle RunCoroutineOnInstance(IEnumerator<float> coroutine, Segment segment)
{
return coroutine == null ? new CoroutineHandle()
: RunCoroutineInternal(coroutine, segment, 0, false, null, new CoroutineHandle(_instanceID), true);
}
/// <summary>
/// Run a new coroutine on this Timing instance.
/// </summary>
/// <param name="coroutine">The new coroutine's handle.</param>
/// <param name="segment">The segment that the coroutine should run in.</param>
/// <param name="gameObj">The new coroutine will be put on a layer corresponding to this gameObject.</param>
/// <returns>The coroutine's handle, which can be used for Wait and Kill operations.</returns>
public CoroutineHandle RunCoroutineOnInstance(IEnumerator<float> coroutine, Segment segment, GameObject gameObj)
{
return coroutine == null ? new CoroutineHandle() : RunCoroutineInternal(coroutine, segment,
gameObj == null ? 0 : gameObj.GetInstanceID(), gameObj != null, null, new CoroutineHandle(_instanceID), true);
}
/// <summary>
/// Run a new coroutine on this Timing instance.
/// </summary>
/// <param name="coroutine">The new coroutine's handle.</param>
/// <param name="segment">The segment that the coroutine should run in.</param>
/// <param name="layer">An optional layer to attach to the coroutine which can later be used to identify this coroutine.</param>
/// <returns>The coroutine's handle, which can be used for Wait and Kill operations.</returns>
public CoroutineHandle RunCoroutineOnInstance(IEnumerator<float> coroutine, Segment segment, int layer)
{
return coroutine == null ? new CoroutineHandle()
: RunCoroutineInternal(coroutine, segment, layer, true, null, new CoroutineHandle(_instanceID), true);
}
/// <summary>
/// Run a new coroutine on this Timing instance.
/// </summary>
/// <param name="coroutine">The new coroutine's handle.</param>
/// <param name="segment">The segment that the coroutine should run in.</param>
/// <param name="tag">An optional tag to attach to the coroutine which can later be used to identify this coroutine.</param>
/// <returns>The coroutine's handle, which can be used for Wait and Kill operations.</returns>
public CoroutineHandle RunCoroutineOnInstance(IEnumerator<float> coroutine, Segment segment, string tag)
{
return coroutine == null ? new CoroutineHandle()
: RunCoroutineInternal(coroutine, segment, 0, false, tag, new CoroutineHandle(_instanceID), true);
}
/// <summary>
/// Run a new coroutine on this Timing instance.
/// </summary>
/// <param name="coroutine">The new coroutine's handle.</param>
/// <param name="segment">The segment that the coroutine should run in.</param>
/// <param name="gameObj">The new coroutine will be put on a layer corresponding to this gameObject.</param>
/// <param name="tag">An optional tag to attach to the coroutine which can later be used to identify this coroutine.</param>
/// <returns>The coroutine's handle, which can be used for Wait and Kill operations.</returns>
public CoroutineHandle RunCoroutineOnInstance(IEnumerator<float> coroutine, Segment segment, GameObject gameObj, string tag)
{
return coroutine == null ? new CoroutineHandle() : RunCoroutineInternal(coroutine, segment,
gameObj == null ? 0 : gameObj.GetInstanceID(), gameObj != null, tag, new CoroutineHandle(_instanceID), true);
}
/// <summary>
/// Run a new coroutine on this Timing instance.
/// </summary>
/// <param name="coroutine">The new coroutine's handle.</param>
/// <param name="segment">The segment that the coroutine should run in.</param>
/// <param name="layer">An optional layer to attach to the coroutine which can later be used to identify this coroutine.</param>
/// <param name="tag">An optional tag to attach to the coroutine which can later be used to identify this coroutine.</param>
/// <returns>The coroutine's handle, which can be used for Wait and Kill operations.</returns>
public CoroutineHandle RunCoroutineOnInstance(IEnumerator<float> coroutine, Segment segment, int layer, string tag)
{
return coroutine == null ? new CoroutineHandle()
: RunCoroutineInternal(coroutine, segment, layer, true, tag, new CoroutineHandle(_instanceID), true);
}
/// <summary>
/// Run a new coroutine in the Update segment, but not while the coroutine with the supplied handle is running.
/// </summary>
/// <param name="coroutine">The new coroutine's handle.</param>
/// <param name="handle">A tag to attach to the coroutine, and to check for existing instances.</param>
/// <param name="behaviorOnCollision">Should this coroutine fail to start, overwrite, or wait for any coroutines to finish if any matches are
/// currently running.</param>
/// <returns>The newly created or existing handle.</returns>
public static CoroutineHandle RunCoroutineSingleton(IEnumerator<float> coroutine, CoroutineHandle handle, SingletonBehavior behaviorOnCollision)
{
if (coroutine == null) return new CoroutineHandle();
if (behaviorOnCollision == SingletonBehavior.Overwrite)
{
KillCoroutines(handle);
}
else if (IsRunning(handle))
{
switch (behaviorOnCollision)
{
case SingletonBehavior.Abort:
return handle;
case SingletonBehavior.AbortAndUnpause:
ResumeCoroutines(handle);
return handle;
case SingletonBehavior.Wait:
CoroutineHandle newCoroutineHandle = Instance.RunCoroutineInternal(coroutine, Segment.Update, 0, false, null,
new CoroutineHandle(Instance._instanceID), false);
WaitForOtherHandles(newCoroutineHandle, handle, false);
return newCoroutineHandle;
}
}
return Instance.RunCoroutineInternal(coroutine, Segment.Update, 0, false, null, new CoroutineHandle(Instance._instanceID), true);
}
/// <summary>
/// Run a new coroutine in the Update segment with the supplied layer unless there is already one or more coroutines running with that layer.
/// </summary>
/// <param name="coroutine">The new coroutine's handle.</param>
/// <param name="gameObj">The new coroutine will be put on a layer corresponding to this gameObject.</param>
/// <param name="behaviorOnCollision">Should this coroutine fail to start, overwrite, or wait for any coroutines to finish if any matches are
/// currently running.</param>
/// <returns>The newly created or existing handle.</returns>
public static CoroutineHandle RunCoroutineSingleton(IEnumerator<float> coroutine, GameObject gameObj, SingletonBehavior behaviorOnCollision)
{
return gameObj == null ? RunCoroutine(coroutine) : RunCoroutineSingleton(coroutine, gameObj.GetInstanceID(), behaviorOnCollision);
}
/// <summary>
/// Run a new coroutine in the Update segment with the supplied layer unless there is already one or more coroutines running with that layer.
/// </summary>
/// <param name="coroutine">The new coroutine's handle.</param>
/// <param name="layer">A layer to attach to the coroutine, and to check for existing instances.</param>
/// <param name="behaviorOnCollision">Should this coroutine fail to start, overwrite, or wait for any coroutines to finish if any matches are
/// currently running.</param>
/// <returns>The newly created or existing handle.</returns>
public static CoroutineHandle RunCoroutineSingleton(IEnumerator<float> coroutine, int layer, SingletonBehavior behaviorOnCollision)
{
if (coroutine == null) return new CoroutineHandle();
if (behaviorOnCollision == SingletonBehavior.Overwrite)
{
KillCoroutines(layer);
}
else if (Instance._layeredProcesses.ContainsKey(layer))
{
if (behaviorOnCollision == SingletonBehavior.AbortAndUnpause)
_instance.ResumeCoroutinesOnInstance(_instance._layeredProcesses[layer]);
switch (behaviorOnCollision)
{
case SingletonBehavior.Abort:
case SingletonBehavior.AbortAndUnpause:
var indexEnum = Instance._layeredProcesses[layer].GetEnumerator();
while (indexEnum.MoveNext())
if (IsRunning(indexEnum.Current))
return indexEnum.Current;
break;
case SingletonBehavior.Wait:
CoroutineHandle newCoroutineHandle = Instance.RunCoroutineInternal(coroutine, Segment.Update, layer, true, null,
new CoroutineHandle(Instance._instanceID), false);
WaitForOtherHandles(newCoroutineHandle, _instance._layeredProcesses[layer], false);
return newCoroutineHandle;
}
}
return Instance.RunCoroutineInternal(coroutine, Segment.Update, layer, true, null, new CoroutineHandle(Instance._instanceID), true);
}
/// <summary>
/// Run a new coroutine in the Update segment with the supplied tag unless there is already one or more coroutines running with that tag.
/// </summary>
/// <param name="coroutine">The new coroutine's handle.</param>
/// <param name="tag">A tag to attach to the coroutine, and to check for existing instances.</param>
/// <param name="behaviorOnCollision">Should this coroutine fail to start, overwrite, or wait for any coroutines to finish if any matches are
/// currently running.</param>
/// <returns>The newly created or existing handle.</returns>
public static CoroutineHandle RunCoroutineSingleton(IEnumerator<float> coroutine, string tag, SingletonBehavior behaviorOnCollision)
{
if (coroutine == null) return new CoroutineHandle();
if (behaviorOnCollision == SingletonBehavior.Overwrite)
{
KillCoroutines(tag);
}
else if (Instance._taggedProcesses.ContainsKey(tag))
{
if (behaviorOnCollision == SingletonBehavior.AbortAndUnpause)
_instance.ResumeCoroutinesOnInstance(_instance._taggedProcesses[tag]);
switch (behaviorOnCollision)
{
case SingletonBehavior.Abort:
case SingletonBehavior.AbortAndUnpause:
var indexEnum = Instance._taggedProcesses[tag].GetEnumerator();
while (indexEnum.MoveNext())
if (IsRunning(indexEnum.Current))
return indexEnum.Current;
break;
case SingletonBehavior.Wait:
CoroutineHandle newCoroutineHandle = Instance.RunCoroutineInternal(coroutine, Segment.Update, 0, false, tag,
new CoroutineHandle(Instance._instanceID), false);
WaitForOtherHandles(newCoroutineHandle, _instance._taggedProcesses[tag], false);
return newCoroutineHandle;
}
}
return Instance.RunCoroutineInternal(coroutine, Segment.Update, 0, false, tag, new CoroutineHandle(Instance._instanceID), true);
}
/// <summary>
/// Run a new coroutine in the Update segment with the supplied graffitti unless there is already one or more coroutines running with both that
/// tag and layer.
/// </summary>
/// <param name="coroutine">The new coroutine's handle.</param>
/// <param name="gameObj">The new coroutine will be put on a layer corresponding to this gameObject.</param>
/// <param name="tag">A tag to attach to the coroutine, and to check for existing instances.</param>
/// <param name="behaviorOnCollision">Should this coroutine fail to start, overwrite, or wait for any coroutines to finish if any matches are
/// currently running.</param>
/// <returns>The newly created or existing handle.</returns>
public static CoroutineHandle RunCoroutineSingleton(IEnumerator<float> coroutine, GameObject gameObj, string tag, SingletonBehavior behaviorOnCollision)
{
return gameObj == null ? RunCoroutineSingleton(coroutine, tag, behaviorOnCollision)
: RunCoroutineSingleton(coroutine, gameObj.GetInstanceID(), tag, behaviorOnCollision);
}
/// <summary>
/// Run a new coroutine in the Update segment with the supplied graffitti unless there is already one or more coroutines running with both that
/// tag and layer.
/// </summary>
/// <param name="coroutine">The new coroutine's handle.</param>
/// <param name="layer">A layer to attach to the coroutine, and to check for existing instances.</param>
/// <param name="tag">A tag to attach to the coroutine, and to check for existing instances.</param>
/// <param name="behaviorOnCollision">Should this coroutine fail to start, overwrite, or wait for any coroutines to finish if any matches are
/// currently running.</param>
/// <returns>The newly created or existing handle.</returns>
public static CoroutineHandle RunCoroutineSingleton(IEnumerator<float> coroutine, int layer, string tag, SingletonBehavior behaviorOnCollision)
{
if (coroutine == null) return new CoroutineHandle();
if (behaviorOnCollision == SingletonBehavior.Overwrite)
{
KillCoroutines(layer, tag);
return Instance.RunCoroutineInternal(coroutine, Segment.Update, layer, true, tag, new CoroutineHandle(Instance._instanceID), true);
}
if (!Instance._taggedProcesses.ContainsKey(tag) || !Instance._layeredProcesses.ContainsKey(layer))
return Instance.RunCoroutineInternal(coroutine, Segment.Update, layer, true, tag, new CoroutineHandle(Instance._instanceID), true);
if (behaviorOnCollision == SingletonBehavior.AbortAndUnpause)
ResumeCoroutines(layer, tag);
if (behaviorOnCollision == SingletonBehavior.Abort || behaviorOnCollision == SingletonBehavior.AbortAndUnpause)
{
var matchesEnum = Instance._taggedProcesses[tag].GetEnumerator();
while (matchesEnum.MoveNext())
if (_instance._processLayers.ContainsKey(matchesEnum.Current) && _instance._processLayers[matchesEnum.Current] == layer)
return matchesEnum.Current;
}
if (behaviorOnCollision == SingletonBehavior.Wait)
{
List<CoroutineHandle> matches = new List<CoroutineHandle>();
var matchesEnum = Instance._taggedProcesses[tag].GetEnumerator();
while (matchesEnum.MoveNext())
if (Instance._processLayers.ContainsKey(matchesEnum.Current) && Instance._processLayers[matchesEnum.Current] == layer)
matches.Add(matchesEnum.Current);
if (matches.Count > 0)
{
CoroutineHandle newCoroutineHandle = _instance.RunCoroutineInternal(coroutine, Segment.Update, layer, true, tag,
new CoroutineHandle(_instance._instanceID), false);
WaitForOtherHandles(newCoroutineHandle, matches, false);
return newCoroutineHandle;
}
}
return Instance.RunCoroutineInternal(coroutine, Segment.Update, layer, true, tag, new CoroutineHandle(Instance._instanceID), true);
}
/// <summary>
/// Run a new coroutine, but not while the coroutine with the supplied handle is running.
/// </summary>
/// <param name="coroutine">The new coroutine's handle.</param>
/// <param name="segment">The segment that the coroutine should run in.</param>
/// <param name="handle">A tag to attach to the coroutine, and to check for existing instances.</param>
/// <param name="behaviorOnCollision">Should this coroutine fail to start, overwrite, or wait for any coroutines to finish if any matches are
/// currently running.</param>
/// <returns>The newly created or existing handle.</returns>
public static CoroutineHandle RunCoroutineSingleton(IEnumerator<float> coroutine, CoroutineHandle handle, Segment segment,
SingletonBehavior behaviorOnCollision)
{
if (coroutine == null) return new CoroutineHandle();
if (behaviorOnCollision == SingletonBehavior.Overwrite)
{
KillCoroutines(handle);
}
else if (IsRunning(handle))
{
switch (behaviorOnCollision)
{
case SingletonBehavior.Abort:
return handle;
case SingletonBehavior.AbortAndUnpause:
ResumeCoroutines(handle);
return handle;
case SingletonBehavior.Wait:
CoroutineHandle newCoroutineHandle = Instance.RunCoroutineInternal(coroutine, segment, 0, false, null,
new CoroutineHandle(Instance._instanceID), false);
WaitForOtherHandles(newCoroutineHandle, handle, false);
return newCoroutineHandle;
}
}
return Instance.RunCoroutineInternal(coroutine, segment, 0, false, null, new CoroutineHandle(Instance._instanceID), true);
}
/// <summary>
/// Run a new coroutine with the supplied layer unless there is already one or more coroutines running with that layer.
/// </summary>
/// <param name="coroutine">The new coroutine's handle.</param>
/// <param name="segment">The segment that the coroutine should run in.</param>
/// <param name="gameObj">The new coroutine will be put on a layer corresponding to this gameObject.</param>
/// <param name="behaviorOnCollision">Should this coroutine fail to start, overwrite, or wait for any coroutines to finish if any matches are
/// currently running.</param>
/// <returns>The newly created or existing handle.</returns>
public static CoroutineHandle RunCoroutineSingleton(IEnumerator<float> coroutine, Segment segment, GameObject gameObj,
SingletonBehavior behaviorOnCollision)
{
return gameObj == null ? RunCoroutine(coroutine, segment) : RunCoroutineSingleton(coroutine, segment, gameObj.GetInstanceID(), behaviorOnCollision);
}
/// <summary>
/// Run a new coroutine with the supplied layer unless there is already one or more coroutines running with that layer.
/// </summary>
/// <param name="coroutine">The new coroutine's handle.</param>
/// <param name="segment">The segment that the coroutine should run in.</param>
/// <param name="layer">A layer to attach to the coroutine, and to check for existing instances.</param>
/// <param name="behaviorOnCollision">Should this coroutine fail to start, overwrite, or wait for any coroutines to finish if any matches are
/// currently running.</param>
/// <returns>The newly created or existing handle.</returns>
public static CoroutineHandle RunCoroutineSingleton(IEnumerator<float> coroutine, Segment segment, int layer, SingletonBehavior behaviorOnCollision)
{
if (coroutine == null) return new CoroutineHandle();
if (behaviorOnCollision == SingletonBehavior.Overwrite)
{
KillCoroutines(layer);
}
else if (Instance._layeredProcesses.ContainsKey(layer))
{
if (behaviorOnCollision == SingletonBehavior.AbortAndUnpause)
_instance.ResumeCoroutinesOnInstance(_instance._layeredProcesses[layer]);
switch (behaviorOnCollision)
{
case SingletonBehavior.Abort:
case SingletonBehavior.AbortAndUnpause:
var indexEnum = Instance._layeredProcesses[layer].GetEnumerator();
while (indexEnum.MoveNext())
if (IsRunning(indexEnum.Current))
return indexEnum.Current;
break;
case SingletonBehavior.Wait:
CoroutineHandle newCoroutineHandle = Instance.RunCoroutineInternal(coroutine, segment, layer, true, null,
new CoroutineHandle(Instance._instanceID), false);
WaitForOtherHandles(newCoroutineHandle, _instance._layeredProcesses[layer], false);
return newCoroutineHandle;
}
}
return Instance.RunCoroutineInternal(coroutine, segment, layer, true, null, new CoroutineHandle(Instance._instanceID), true);
}
/// <summary>
/// Run a new coroutine with the supplied tag unless there is already one or more coroutines running with that tag.
/// </summary>
/// <param name="coroutine">The new coroutine's handle.</param>
/// <param name="segment">The segment that the coroutine should run in.</param>
/// <param name="tag">A tag to attach to the coroutine, and to check for existing instances.</param>
/// <param name="behaviorOnCollision">Should this coroutine fail to start, overwrite, or wait for any coroutines to finish if any matches are
/// currently running.</param>
/// <returns>The newly created or existing handle.</returns>
public static CoroutineHandle RunCoroutineSingleton(IEnumerator<float> coroutine, Segment segment, string tag, SingletonBehavior behaviorOnCollision)
{
if (coroutine == null)
return new CoroutineHandle();
if (behaviorOnCollision == SingletonBehavior.Overwrite)
{
KillCoroutines(tag);
}
else if (Instance._taggedProcesses.ContainsKey(tag))
{
if (behaviorOnCollision == SingletonBehavior.AbortAndUnpause)
_instance.ResumeCoroutinesOnInstance(_instance._taggedProcesses[tag]);
switch (behaviorOnCollision)
{
case SingletonBehavior.Abort:
case SingletonBehavior.AbortAndUnpause:
var indexEnum = Instance._taggedProcesses[tag].GetEnumerator();
while (indexEnum.MoveNext())
if (IsRunning(indexEnum.Current))
return indexEnum.Current;
break;
case SingletonBehavior.Wait:
CoroutineHandle newCoroutineHandle = Instance.RunCoroutineInternal(coroutine, segment, 0, false, tag,
new CoroutineHandle(Instance._instanceID), false);
WaitForOtherHandles(newCoroutineHandle, _instance._taggedProcesses[tag], false);
return newCoroutineHandle;
}
}
return Instance.RunCoroutineInternal(coroutine, segment, 0, false, tag, new CoroutineHandle(Instance._instanceID), true);
}
/// <summary>
/// Run a new coroutine with the supplied graffitti unless there is already one or more coroutines running with both that tag and layer.
/// </summary>
/// <param name="coroutine">The new coroutine's handle.</param>
/// <param name="segment">The segment that the coroutine should run in.</param>
/// <param name="gameObj">The new coroutine will be put on a layer corresponding to this gameObject.</param>
/// <param name="tag">A tag to attach to the coroutine, and to check for existing instances.</param>
/// <param name="behaviorOnCollision">Should this coroutine fail to start, overwrite, or wait for any coroutines to finish if any matches are
/// currently running.</param>
/// <returns>The newly created or existing handle.</returns>
public static CoroutineHandle RunCoroutineSingleton(IEnumerator<float> coroutine, Segment segment, GameObject gameObj, string tag,
SingletonBehavior behaviorOnCollision)
{
return gameObj == null ? RunCoroutineSingleton(coroutine, segment, tag, behaviorOnCollision)
: RunCoroutineSingleton(coroutine, segment, gameObj.GetInstanceID(), tag, behaviorOnCollision);
}
/// <summary>
/// Run a new coroutine with the supplied graffitti unless there is already one or more coroutines running with both that tag and layer.
/// </summary>
/// <param name="coroutine">The new coroutine's handle.</param>
/// <param name="segment">The segment that the coroutine should run in.</param>
/// <param name="layer">A layer to attach to the coroutine, and to check for existing instances.</param>
/// <param name="tag">A tag to attach to the coroutine, and to check for existing instances.</param>
/// <param name="behaviorOnCollision">Should this coroutine fail to start, overwrite, or wait for any coroutines to finish if any matches are
/// currently running.</param>
/// <returns>The newly created or existing handle.</returns>
public static CoroutineHandle RunCoroutineSingleton(IEnumerator<float> coroutine, Segment segment, int layer, string tag,
SingletonBehavior behaviorOnCollision)
{
if (coroutine == null) return new CoroutineHandle();
if (behaviorOnCollision == SingletonBehavior.Overwrite)
{
KillCoroutines(layer, tag);
return Instance.RunCoroutineInternal(coroutine, segment, layer, true, tag, new CoroutineHandle(Instance._instanceID), true);
}
if (!Instance._taggedProcesses.ContainsKey(tag) || !Instance._layeredProcesses.ContainsKey(layer))
return Instance.RunCoroutineInternal(coroutine, segment, layer, true, tag, new CoroutineHandle(Instance._instanceID), true);
if (behaviorOnCollision == SingletonBehavior.AbortAndUnpause)
ResumeCoroutines(layer, tag);
if (behaviorOnCollision == SingletonBehavior.Abort || behaviorOnCollision == SingletonBehavior.AbortAndUnpause)
{
var matchesEnum = Instance._taggedProcesses[tag].GetEnumerator();
while (matchesEnum.MoveNext())
if (_instance._processLayers.ContainsKey(matchesEnum.Current) && _instance._processLayers[matchesEnum.Current] == layer)
return matchesEnum.Current;
}
else if (behaviorOnCollision == SingletonBehavior.Wait)
{
List<CoroutineHandle> matches = new List<CoroutineHandle>();
var matchesEnum = Instance._taggedProcesses[tag].GetEnumerator();
while (matchesEnum.MoveNext())
if (_instance._processLayers.ContainsKey(matchesEnum.Current) && _instance._processLayers[matchesEnum.Current] == layer)
matches.Add(matchesEnum.Current);
if (matches.Count > 0)
{
CoroutineHandle newCoroutineHandle = _instance.RunCoroutineInternal(coroutine, segment, layer, true, tag,
new CoroutineHandle(_instance._instanceID), false);
WaitForOtherHandles(newCoroutineHandle, matches, false);
return newCoroutineHandle;
}
}
return Instance.RunCoroutineInternal(coroutine, segment, layer, true, tag, new CoroutineHandle(Instance._instanceID), true);
}
/// <summary>
/// Run a new coroutine in the Update segment, but not while the coroutine with the supplied handle is running.
/// </summary>
/// <param name="coroutine">The new coroutine's handle.</param>
/// <param name="handle">A tag to attach to the coroutine, and to check for existing instances.</param>
/// <param name="behaviorOnCollision">Should this coroutine fail to start, overwrite, or wait for any coroutines to finish if any matches are
/// currently running.</param>
/// <returns>The newly created or existing handle.</returns>
public CoroutineHandle RunCoroutineSingletonOnInstance(IEnumerator<float> coroutine, CoroutineHandle handle, SingletonBehavior behaviorOnCollision)
{
if (coroutine == null) return new CoroutineHandle();
if (behaviorOnCollision == SingletonBehavior.Overwrite)
{
KillCoroutinesOnInstance(handle);
}
else if (_handleToIndex.ContainsKey(handle) && !CoindexIsNull(_handleToIndex[handle]))
{
switch (behaviorOnCollision)
{
case SingletonBehavior.Abort:
return handle;
case SingletonBehavior.AbortAndUnpause:
ResumeCoroutinesOnInstance(handle);
return handle;
case SingletonBehavior.Wait:
CoroutineHandle newCoroutineHandle = RunCoroutineInternal(coroutine, Segment.Update, 0, false, null,
new CoroutineHandle(_instanceID), false);
WaitForOtherHandles(newCoroutineHandle, handle, false);
return newCoroutineHandle;
}
}
return RunCoroutineInternal(coroutine, Segment.Update, 0, false, null, new CoroutineHandle(_instanceID), true);
}
/// <summary>
/// Run a new coroutine in the Update segment with the supplied layer unless there is already one or more coroutines running with that layer.
/// </summary>
/// <param name="coroutine">The new coroutine's handle.</param>
/// <param name="gameObj">The new coroutine will be put on a layer corresponding to this gameObject.</param>
/// <param name="behaviorOnCollision">Should this coroutine fail to start, overwrite, or wait for any coroutines to finish if any matches are
/// currently running.</param>
/// <returns>The newly created or existing handle.</returns>
public CoroutineHandle RunCoroutineSingletonOnInstance(IEnumerator<float> coroutine, GameObject gameObj, SingletonBehavior behaviorOnCollision)
{
return gameObj == null ? RunCoroutineOnInstance(coroutine)
: RunCoroutineSingletonOnInstance(coroutine, gameObj.GetInstanceID(), behaviorOnCollision);
}
/// <summary>
/// Run a new coroutine in the Update segment with the supplied layer unless there is already one or more coroutines running with that layer.
/// </summary>
/// <param name="coroutine">The new coroutine's handle.</param>
/// <param name="layer">A layer to attach to the coroutine, and to check for existing instances.</param>
/// <param name="behaviorOnCollision">Should this coroutine fail to start, overwrite, or wait for any coroutines to finish if any matches are
/// currently running.</param>
/// <returns>The newly created or existing handle.</returns>
public CoroutineHandle RunCoroutineSingletonOnInstance(IEnumerator<float> coroutine, int layer, SingletonBehavior behaviorOnCollision)
{
if (coroutine == null) return new CoroutineHandle();
if (behaviorOnCollision == SingletonBehavior.Overwrite)
{
KillCoroutinesOnInstance(layer);
}
else if (_layeredProcesses.ContainsKey(layer))
{
if (behaviorOnCollision == SingletonBehavior.AbortAndUnpause)
ResumeCoroutinesOnInstance(_layeredProcesses[layer]);
switch (behaviorOnCollision)
{
case SingletonBehavior.Abort:
case SingletonBehavior.AbortAndUnpause:
var indexEnum = _layeredProcesses[layer].GetEnumerator();
while (indexEnum.MoveNext())
if (IsRunning(indexEnum.Current))
return indexEnum.Current;
break;
case SingletonBehavior.Wait:
CoroutineHandle newCoroutineHandle = RunCoroutineInternal(coroutine, Segment.Update, layer, true, null,
new CoroutineHandle(_instanceID), false);
WaitForOtherHandles(newCoroutineHandle, _layeredProcesses[layer], false);
return newCoroutineHandle;
}
}
return RunCoroutineInternal(coroutine, Segment.Update, layer, true, null, new CoroutineHandle(_instanceID), true);
}
/// <summary>
/// Run a new coroutine in the Update segment with the supplied tag unless there is already one or more coroutines running with that tag.
/// </summary>
/// <param name="coroutine">The new coroutine's handle.</param>
/// <param name="tag">A tag to attach to the coroutine, and to check for existing instances.</param>
/// <param name="behaviorOnCollision">Should this coroutine fail to start, overwrite, or wait for any coroutines to finish if any matches are
/// currently running.</param>
/// <returns>The newly created or existing handle.</returns>
public CoroutineHandle RunCoroutineSingletonOnInstance(IEnumerator<float> coroutine, string tag, SingletonBehavior behaviorOnCollision)
{
if (coroutine == null) return new CoroutineHandle();
if (behaviorOnCollision == SingletonBehavior.Overwrite)
{
KillCoroutinesOnInstance(tag);
}
else if (_taggedProcesses.ContainsKey(tag))
{
if (behaviorOnCollision == SingletonBehavior.AbortAndUnpause)
ResumeCoroutinesOnInstance(_taggedProcesses[tag]);
switch (behaviorOnCollision)
{
case SingletonBehavior.Abort:
case SingletonBehavior.AbortAndUnpause:
var indexEnum = _taggedProcesses[tag].GetEnumerator();
while (indexEnum.MoveNext())
if (IsRunning(indexEnum.Current))
return indexEnum.Current;
break;
case SingletonBehavior.Wait:
CoroutineHandle newCoroutineHandle = RunCoroutineInternal(coroutine, Segment.Update, 0, false, tag,
new CoroutineHandle(_instanceID), false);
WaitForOtherHandles(newCoroutineHandle, _taggedProcesses[tag], false);
return newCoroutineHandle;
}
}
return RunCoroutineInternal(coroutine, Segment.Update, 0, false, tag, new CoroutineHandle(_instanceID), true);
}
/// <summary>
/// Run a new coroutine in the Update segment with the supplied graffitti unless there is already one or more coroutines running with both that
/// tag and layer.
/// </summary>
/// <param name="coroutine">The new coroutine's handle.</param>
/// <param name="gameObj">The new coroutine will be put on a layer corresponding to this gameObject.</param>
/// <param name="tag">A tag to attach to the coroutine, and to check for existing instances.</param>
/// <param name="behaviorOnCollision">Should this coroutine fail to start, overwrite, or wait for any coroutines to finish if any matches are
/// currently running.</param>
/// <returns>The newly created or existing handle.</returns>
public CoroutineHandle RunCoroutineSingletonOnInstance(IEnumerator<float> coroutine, GameObject gameObj, string tag,
SingletonBehavior behaviorOnCollision)
{
return gameObj == null ? RunCoroutineSingletonOnInstance(coroutine, tag, behaviorOnCollision)
: RunCoroutineSingletonOnInstance(coroutine, gameObj.GetInstanceID(), tag, behaviorOnCollision);
}
/// <summary>
/// Run a new coroutine in the Update segment with the supplied graffitti unless there is already one or more coroutines running with both that
/// tag and layer.
/// </summary>
/// <param name="coroutine">The new coroutine's handle.</param>
/// <param name="layer">A layer to attach to the coroutine, and to check for existing instances.</param>
/// <param name="tag">A tag to attach to the coroutine, and to check for existing instances.</param>
/// <param name="behaviorOnCollision">Should this coroutine fail to start, overwrite, or wait for any coroutines to finish if any matches are
/// currently running.</param>
/// <returns>The newly created or existing handle.</returns>
public CoroutineHandle RunCoroutineSingletonOnInstance(IEnumerator<float> coroutine, int layer, string tag, SingletonBehavior behaviorOnCollision)
{
if (coroutine == null) return new CoroutineHandle();
if (behaviorOnCollision == SingletonBehavior.Overwrite)
{
KillCoroutinesOnInstance(layer, tag);
return RunCoroutineInternal(coroutine, Segment.Update, layer, true, tag, new CoroutineHandle(_instanceID), true);
}
if (!_taggedProcesses.ContainsKey(tag) || !_layeredProcesses.ContainsKey(layer))
return RunCoroutineInternal(coroutine, Segment.Update, layer, true, tag, new CoroutineHandle(_instanceID), true);
if (behaviorOnCollision == SingletonBehavior.AbortAndUnpause)
ResumeCoroutinesOnInstance(layer, tag);
if (behaviorOnCollision == SingletonBehavior.Abort || behaviorOnCollision == SingletonBehavior.AbortAndUnpause)
{
var matchesEnum = _taggedProcesses[tag].GetEnumerator();
while (matchesEnum.MoveNext())
if (_processLayers.ContainsKey(matchesEnum.Current) && _processLayers[matchesEnum.Current] == layer)
return matchesEnum.Current;
}
if (behaviorOnCollision == SingletonBehavior.Wait)
{
List<CoroutineHandle> matches = new List<CoroutineHandle>();
var matchesEnum = _taggedProcesses[tag].GetEnumerator();
while (matchesEnum.MoveNext())
if (_processLayers.ContainsKey(matchesEnum.Current) && _processLayers[matchesEnum.Current] == layer)
matches.Add(matchesEnum.Current);
if (matches.Count > 0)
{
CoroutineHandle newCoroutineHandle = RunCoroutineInternal(coroutine, Segment.Update, layer, true, tag, new CoroutineHandle(_instanceID), false);
WaitForOtherHandles(newCoroutineHandle, matches, false);
return newCoroutineHandle;
}
}
return RunCoroutineInternal(coroutine, Segment.Update, layer, true, tag, new CoroutineHandle(_instanceID), true);
}
/// <summary>
/// Run a new coroutine with the supplied layer unless there is already one or more coroutines running with that layer.
/// </summary>
/// <param name="coroutine">The new coroutine's handle.</param>
/// <param name="segment">The segment that the coroutine should run in.</param>
/// <param name="gameObj">The new coroutine will be put on a layer corresponding to this gameObject.</param>
/// <param name="behaviorOnCollision">Should this coroutine fail to start, overwrite, or wait for any coroutines to finish if any matches are
/// currently running.</param>
/// <returns>The newly created or existing handle.</returns>
public CoroutineHandle RunCoroutineSingletonOnInstance(IEnumerator<float> coroutine, Segment segment, GameObject gameObj,
SingletonBehavior behaviorOnCollision)
{
return gameObj == null ? RunCoroutineOnInstance(coroutine, segment)
: RunCoroutineSingletonOnInstance(coroutine, segment, gameObj.GetInstanceID(), behaviorOnCollision);
}
/// <summary>
/// Run a new coroutine with the supplied layer unless there is already one or more coroutines running with that layer.
/// </summary>
/// <param name="coroutine">The new coroutine's handle.</param>
/// <param name="segment">The segment that the coroutine should run in.</param>
/// <param name="layer">A layer to attach to the coroutine, and to check for existing instances.</param>
/// <param name="behaviorOnCollision">Should this coroutine fail to start, overwrite, or wait for any coroutines to finish if any matches are
/// currently running.</param>
/// <returns>The newly created or existing handle.</returns>
public CoroutineHandle RunCoroutineSingletonOnInstance(IEnumerator<float> coroutine, Segment segment, int layer, SingletonBehavior behaviorOnCollision)
{
if (coroutine == null) return new CoroutineHandle();
if (behaviorOnCollision == SingletonBehavior.Overwrite)
{
KillCoroutinesOnInstance(layer);
}
else if (_layeredProcesses.ContainsKey(layer))
{
if (behaviorOnCollision == SingletonBehavior.AbortAndUnpause)
ResumeCoroutinesOnInstance(_layeredProcesses[layer]);
switch (behaviorOnCollision)
{
case SingletonBehavior.Abort:
case SingletonBehavior.AbortAndUnpause:
var indexEnum = _layeredProcesses[layer].GetEnumerator();
while (indexEnum.MoveNext())
if (IsRunning(indexEnum.Current))
return indexEnum.Current;
break;
case SingletonBehavior.Wait:
CoroutineHandle newCoroutineHandle = RunCoroutineInternal(coroutine, segment, layer, true, null,
new CoroutineHandle(_instanceID), false);
WaitForOtherHandles(newCoroutineHandle, _layeredProcesses[layer], false);
return newCoroutineHandle;
}
}
return RunCoroutineInternal(coroutine, segment, layer, true, null, new CoroutineHandle(_instanceID), true);
}
/// <summary>
/// Run a new coroutine with the supplied tag unless there is already one or more coroutines running with that tag.
/// </summary>
/// <param name="coroutine">The new coroutine's handle.</param>
/// <param name="segment">The segment that the coroutine should run in.</param>
/// <param name="tag">A tag to attach to the coroutine, and to check for existing instances.</param>
/// <param name="behaviorOnCollision">Should this coroutine fail to start, overwrite, or wait for any coroutines to finish if any matches are
/// currently running.</param>
/// <returns>The newly created or existing handle.</returns>
public CoroutineHandle RunCoroutineSingletonOnInstance(IEnumerator<float> coroutine, Segment segment, string tag, SingletonBehavior behaviorOnCollision)
{
if (coroutine == null)
return new CoroutineHandle();
if (behaviorOnCollision == SingletonBehavior.Overwrite)
{
KillCoroutinesOnInstance(tag);
}
else if (_taggedProcesses.ContainsKey(tag))
{
if (behaviorOnCollision == SingletonBehavior.AbortAndUnpause)
ResumeCoroutinesOnInstance(_taggedProcesses[tag]);
switch (behaviorOnCollision)
{
case SingletonBehavior.Abort:
case SingletonBehavior.AbortAndUnpause:
var indexEnum = _taggedProcesses[tag].GetEnumerator();
while (indexEnum.MoveNext())
if (IsRunning(indexEnum.Current))
return indexEnum.Current;
break;
case SingletonBehavior.Wait:
CoroutineHandle newCoroutineHandle = RunCoroutineInternal(coroutine, segment, 0, false, tag,
new CoroutineHandle(_instanceID), false);
WaitForOtherHandles(newCoroutineHandle, _taggedProcesses[tag], false);
return newCoroutineHandle;
}
}
return RunCoroutineInternal(coroutine, segment, 0, false, tag, new CoroutineHandle(_instanceID), true);
}
/// <summary>
/// Run a new coroutine with the supplied tag unless there is already one or more coroutines running with that tag.
/// </summary>
/// <param name="coroutine">The new coroutine's handle.</param>
/// <param name="segment">The segment that the coroutine should run in.</param>
/// <param name="gameObj">The new coroutine will be put on a layer corresponding to this gameObject.</param>
/// <param name="tag">A tag to attach to the coroutine, and to check for existing instances.</param>
/// <param name="behaviorOnCollision">Should this coroutine fail to start, overwrite, or wait for any coroutines to finish if any matches are
/// currently running.</param>
/// <returns>The newly created or existing handle.</returns>
public CoroutineHandle RunCoroutineSingletonOnInstance(IEnumerator<float> coroutine, Segment segment, GameObject gameObj, string tag,
SingletonBehavior behaviorOnCollision)
{
return gameObj == null ? RunCoroutineSingletonOnInstance(coroutine, segment, tag, behaviorOnCollision)
: RunCoroutineSingletonOnInstance(coroutine, segment, gameObj.GetInstanceID(), tag, behaviorOnCollision);
}
/// <summary>
/// Run a new coroutine with the supplied tag unless there is already one or more coroutines running with that tag.
/// </summary>
/// <param name="coroutine">The new coroutine's handle.</param>
/// <param name="segment">The segment that the coroutine should run in.</param>
/// <param name="layer">A layer to attach to the coroutine, and to check for existing instances.</param>
/// <param name="tag">A tag to attach to the coroutine, and to check for existing instances.</param>
/// <param name="behaviorOnCollision">Should this coroutine fail to start, overwrite, or wait for any coroutines to finish if any matches are
/// currently running.</param>
/// <returns>The newly created or existing handle.</returns>
public CoroutineHandle RunCoroutineSingletonOnInstance(IEnumerator<float> coroutine, Segment segment, int layer, string tag,
SingletonBehavior behaviorOnCollision)
{
if (coroutine == null) return new CoroutineHandle();
if (behaviorOnCollision == SingletonBehavior.Overwrite)
{
KillCoroutinesOnInstance(layer, tag);
return RunCoroutineInternal(coroutine, segment, layer, true, tag, new CoroutineHandle(_instanceID), true);
}
if (!_taggedProcesses.ContainsKey(tag) || !_layeredProcesses.ContainsKey(layer))
return RunCoroutineInternal(coroutine, segment, layer, true, tag, new CoroutineHandle(_instanceID), true);
if (behaviorOnCollision == SingletonBehavior.AbortAndUnpause)
ResumeCoroutinesOnInstance(layer, tag);
if (behaviorOnCollision == SingletonBehavior.Abort || behaviorOnCollision == SingletonBehavior.AbortAndUnpause)
{
var matchesEnum = _taggedProcesses[tag].GetEnumerator();
while (matchesEnum.MoveNext())
if (_processLayers.ContainsKey(matchesEnum.Current) && _processLayers[matchesEnum.Current] == layer)
return matchesEnum.Current;
}
else if (behaviorOnCollision == SingletonBehavior.Wait)
{
List<CoroutineHandle> matches = new List<CoroutineHandle>();
var matchesEnum = _taggedProcesses[tag].GetEnumerator();
while (matchesEnum.MoveNext())
if (_processLayers.ContainsKey(matchesEnum.Current) && _processLayers[matchesEnum.Current] == layer)
matches.Add(matchesEnum.Current);
if (matches.Count > 0)
{
CoroutineHandle newCoroutineHandle = RunCoroutineInternal(coroutine, segment, layer, true, tag, new CoroutineHandle(_instanceID), false);
WaitForOtherHandles(newCoroutineHandle, matches, false);
return newCoroutineHandle;
}
}
return RunCoroutineInternal(coroutine, segment, layer, true, tag, new CoroutineHandle(_instanceID), true);
}
private CoroutineHandle RunCoroutineInternal(IEnumerator<float> coroutine, Segment segment, int layer, bool layerHasValue, string tag, CoroutineHandle handle, bool prewarm)
{
ProcessIndex slot = new ProcessIndex { seg = segment };
if (_handleToIndex.ContainsKey(handle))
{
_indexToHandle.Remove(_handleToIndex[handle]);
_handleToIndex.Remove(handle);
}
float currentLocalTime = localTime;
float currentDeltaTime = deltaTime;
CoroutineHandle cashedHandle = currentCoroutine;
currentCoroutine = handle;
try
{
switch (segment)
{
case Segment.Update:
if (_nextUpdateProcessSlot >= UpdateProcesses.Length)
{
IEnumerator<float>[] oldProcArray = UpdateProcesses;
bool[] oldPausedArray = UpdatePaused;
bool[] oldHeldArray = UpdateHeld;
UpdateProcesses = new IEnumerator<float>[UpdateProcesses.Length + (ProcessArrayChunkSize * _expansions++)];
UpdatePaused = new bool[UpdateProcesses.Length];
UpdateHeld = new bool[UpdateProcesses.Length];
for (int i = 0; i < oldProcArray.Length; i++)
{
UpdateProcesses[i] = oldProcArray[i];
UpdatePaused[i] = oldPausedArray[i];
UpdateHeld[i] = oldHeldArray[i];
}
}
if (UpdateTimeValues(slot.seg))
_lastUpdateProcessSlot = _nextUpdateProcessSlot;
slot.i = _nextUpdateProcessSlot++;
UpdateProcesses[slot.i] = coroutine;
if (null != tag)
AddTagOnInstance(tag, handle);
if (layerHasValue)
AddLayerOnInstance(layer, handle);
_indexToHandle.Add(slot, handle);
_handleToIndex.Add(handle, slot);
while (prewarm)
{
if (!UpdateProcesses[slot.i].MoveNext())
{
if (_indexToHandle.ContainsKey(slot))
KillCoroutinesOnInstance(_indexToHandle[slot]);
prewarm = false;
}
else if (UpdateProcesses[slot.i] != null && float.IsNaN(UpdateProcesses[slot.i].Current))
{
if (ReplacementFunction != null)
{
UpdateProcesses[slot.i] = ReplacementFunction(UpdateProcesses[slot.i], _indexToHandle[slot]);
ReplacementFunction = null;
}
prewarm = !UpdatePaused[slot.i] && !UpdateHeld[slot.i];
}
else
{
prewarm = false;
}
}
break;
case Segment.FixedUpdate:
if (_nextFixedUpdateProcessSlot >= FixedUpdateProcesses.Length)
{
IEnumerator<float>[] oldProcArray = FixedUpdateProcesses;
bool[] oldPausedArray = FixedUpdatePaused;
bool[] oldHeldArray = FixedUpdateHeld;
FixedUpdateProcesses = new IEnumerator<float>[FixedUpdateProcesses.Length + (ProcessArrayChunkSize * _expansions++)];
FixedUpdatePaused = new bool[FixedUpdateProcesses.Length];
FixedUpdateHeld = new bool[FixedUpdateProcesses.Length];
for (int i = 0; i < oldProcArray.Length; i++)
{
FixedUpdateProcesses[i] = oldProcArray[i];
FixedUpdatePaused[i] = oldPausedArray[i];
FixedUpdateHeld[i] = oldHeldArray[i];
}
}
if (UpdateTimeValues(slot.seg))
_lastFixedUpdateProcessSlot = _nextFixedUpdateProcessSlot;
slot.i = _nextFixedUpdateProcessSlot++;
FixedUpdateProcesses[slot.i] = coroutine;
if (null != tag)
AddTagOnInstance(tag, handle);
if (layerHasValue)
AddLayerOnInstance(layer, handle);
_indexToHandle.Add(slot, handle);
_handleToIndex.Add(handle, slot);
while (prewarm)
{
if (!FixedUpdateProcesses[slot.i].MoveNext())
{
if (_indexToHandle.ContainsKey(slot))
KillCoroutinesOnInstance(_indexToHandle[slot]);
prewarm = false;
}
else if (FixedUpdateProcesses[slot.i] != null && float.IsNaN(FixedUpdateProcesses[slot.i].Current))
{
if (ReplacementFunction != null)
{
FixedUpdateProcesses[slot.i] = ReplacementFunction(FixedUpdateProcesses[slot.i], _indexToHandle[slot]);
ReplacementFunction = null;
}
prewarm = !FixedUpdatePaused[slot.i] && !FixedUpdateHeld[slot.i];
}
else
{
prewarm = false;
}
}
break;
case Segment.LateUpdate:
if (_nextLateUpdateProcessSlot >= LateUpdateProcesses.Length)
{
IEnumerator<float>[] oldProcArray = LateUpdateProcesses;
bool[] oldPausedArray = LateUpdatePaused;
bool[] oldHeldArray = LateUpdateHeld;
LateUpdateProcesses = new IEnumerator<float>[LateUpdateProcesses.Length + (ProcessArrayChunkSize * _expansions++)];
LateUpdatePaused = new bool[LateUpdateProcesses.Length];
LateUpdateHeld = new bool[LateUpdateProcesses.Length];
for (int i = 0; i < oldProcArray.Length; i++)
{
LateUpdateProcesses[i] = oldProcArray[i];
LateUpdatePaused[i] = oldPausedArray[i];
LateUpdateHeld[i] = oldHeldArray[i];
}
}
if (UpdateTimeValues(slot.seg))
_lastLateUpdateProcessSlot = _nextLateUpdateProcessSlot;
slot.i = _nextLateUpdateProcessSlot++;
LateUpdateProcesses[slot.i] = coroutine;
if (null != tag)
AddTagOnInstance(tag, handle);
if (layerHasValue)
AddLayerOnInstance(layer, handle);
_indexToHandle.Add(slot, handle);
_handleToIndex.Add(handle, slot);
while (prewarm)
{
if (!LateUpdateProcesses[slot.i].MoveNext())
{
if (_indexToHandle.ContainsKey(slot))
KillCoroutinesOnInstance(_indexToHandle[slot]);
prewarm = false;
}
else if (LateUpdateProcesses[slot.i] != null && float.IsNaN(LateUpdateProcesses[slot.i].Current))
{
if (ReplacementFunction != null)
{
LateUpdateProcesses[slot.i] = ReplacementFunction(LateUpdateProcesses[slot.i], _indexToHandle[slot]);
ReplacementFunction = null;
}
prewarm = !LateUpdatePaused[slot.i] && !LateUpdateHeld[slot.i];
}
else
{
prewarm = false;
}
}
break;
case Segment.SlowUpdate:
if (_nextSlowUpdateProcessSlot >= SlowUpdateProcesses.Length)
{
IEnumerator<float>[] oldProcArray = SlowUpdateProcesses;
bool[] oldPausedArray = SlowUpdatePaused;
bool[] oldHeldArray = SlowUpdateHeld;
SlowUpdateProcesses = new IEnumerator<float>[SlowUpdateProcesses.Length + (ProcessArrayChunkSize * _expansions++)];
SlowUpdatePaused = new bool[SlowUpdateProcesses.Length];
SlowUpdateHeld = new bool[SlowUpdateProcesses.Length];
for (int i = 0; i < oldProcArray.Length; i++)
{
SlowUpdateProcesses[i] = oldProcArray[i];
SlowUpdatePaused[i] = oldPausedArray[i];
SlowUpdateHeld[i] = oldHeldArray[i];
}
}
if (UpdateTimeValues(slot.seg))
_lastSlowUpdateProcessSlot = _nextSlowUpdateProcessSlot;
slot.i = _nextSlowUpdateProcessSlot++;
SlowUpdateProcesses[slot.i] = coroutine;
if (null != tag)
AddTagOnInstance(tag, handle);
if (layerHasValue)
AddLayerOnInstance(layer, handle);
_indexToHandle.Add(slot, handle);
_handleToIndex.Add(handle, slot);
while (prewarm)
{
if (!SlowUpdateProcesses[slot.i].MoveNext())
{
if (_indexToHandle.ContainsKey(slot))
KillCoroutinesOnInstance(_indexToHandle[slot]);
prewarm = false;
}
else if (SlowUpdateProcesses[slot.i] != null && float.IsNaN(SlowUpdateProcesses[slot.i].Current))
{
if (ReplacementFunction != null)
{
SlowUpdateProcesses[slot.i] = ReplacementFunction(SlowUpdateProcesses[slot.i], _indexToHandle[slot]);
ReplacementFunction = null;
}
prewarm = !SlowUpdatePaused[slot.i] && !SlowUpdateHeld[slot.i];
}
else
{
prewarm = false;
}
}
break;
case Segment.RealtimeUpdate:
if (_nextRealtimeUpdateProcessSlot >= RealtimeUpdateProcesses.Length)
{
IEnumerator<float>[] oldProcArray = RealtimeUpdateProcesses;
bool[] oldPausedArray = RealtimeUpdatePaused;
bool[] oldHeldArray = RealtimeUpdateHeld;
RealtimeUpdateProcesses = new IEnumerator<float>[RealtimeUpdateProcesses.Length + (ProcessArrayChunkSize * _expansions++)];
RealtimeUpdatePaused = new bool[RealtimeUpdateProcesses.Length];
RealtimeUpdateHeld = new bool[RealtimeUpdateProcesses.Length];
for (int i = 0; i < oldProcArray.Length; i++)
{
RealtimeUpdateProcesses[i] = oldProcArray[i];
RealtimeUpdatePaused[i] = oldPausedArray[i];
RealtimeUpdateHeld[i] = oldHeldArray[i];
}
}
if (UpdateTimeValues(slot.seg))
_lastRealtimeUpdateProcessSlot = _nextRealtimeUpdateProcessSlot;
slot.i = _nextRealtimeUpdateProcessSlot++;
RealtimeUpdateProcesses[slot.i] = coroutine;
if (null != tag)
AddTagOnInstance(tag, handle);
if (layerHasValue)
AddLayerOnInstance(layer, handle);
_indexToHandle.Add(slot, handle);
_handleToIndex.Add(handle, slot);
while (prewarm)
{
if (!RealtimeUpdateProcesses[slot.i].MoveNext())
{
if (_indexToHandle.ContainsKey(slot))
KillCoroutinesOnInstance(_indexToHandle[slot]);
prewarm = false;
}
else if (RealtimeUpdateProcesses[slot.i] != null && float.IsNaN(RealtimeUpdateProcesses[slot.i].Current))
{
if (ReplacementFunction != null)
{
RealtimeUpdateProcesses[slot.i] = ReplacementFunction(RealtimeUpdateProcesses[slot.i], _indexToHandle[slot]);
ReplacementFunction = null;
}
prewarm = !RealtimeUpdatePaused[slot.i] && !RealtimeUpdateHeld[slot.i];
}
else
{
prewarm = false;
}
}
break;
#if UNITY_EDITOR
case Segment.EditorUpdate:
if (!OnEditorStart())
return new CoroutineHandle();
if (handle.Key == 0)
handle = new CoroutineHandle(_instanceID);
if (_nextEditorUpdateProcessSlot >= EditorUpdateProcesses.Length)
{
IEnumerator<float>[] oldProcArray = EditorUpdateProcesses;
bool[] oldPausedArray = EditorUpdatePaused;
bool[] oldHeldArray = EditorUpdateHeld;
EditorUpdateProcesses = new IEnumerator<float>[EditorUpdateProcesses.Length + (ProcessArrayChunkSize * _expansions++)];
EditorUpdatePaused = new bool[EditorUpdateProcesses.Length];
EditorUpdateHeld = new bool[EditorUpdateProcesses.Length];
for (int i = 0; i < oldProcArray.Length; i++)
{
EditorUpdateProcesses[i] = oldProcArray[i];
EditorUpdatePaused[i] = oldPausedArray[i];
EditorUpdateHeld[i] = oldHeldArray[i];
}
}
if (UpdateTimeValues(slot.seg))
_lastEditorUpdateProcessSlot = _nextEditorUpdateProcessSlot;
slot.i = _nextEditorUpdateProcessSlot++;
EditorUpdateProcesses[slot.i] = coroutine;
if (null != tag)
AddTagOnInstance(tag, handle);
if (layerHasValue)
AddLayerOnInstance(layer, handle);
_indexToHandle.Add(slot, handle);
_handleToIndex.Add(handle, slot);
while (prewarm)
{
if (!EditorUpdateProcesses[slot.i].MoveNext())
{
if (_indexToHandle.ContainsKey(slot))
KillCoroutinesOnInstance(_indexToHandle[slot]);
prewarm = false;
}
else if (EditorUpdateProcesses[slot.i] != null && float.IsNaN(EditorUpdateProcesses[slot.i].Current))
{
if (ReplacementFunction != null)
{
EditorUpdateProcesses[slot.i] = ReplacementFunction(EditorUpdateProcesses[slot.i], _indexToHandle[slot]);
ReplacementFunction = null;
}
prewarm = !EditorUpdatePaused[slot.i] && !EditorUpdateHeld[slot.i];
}
else
{
prewarm = false;
}
}
break;
case Segment.EditorSlowUpdate:
if (!OnEditorStart())
return new CoroutineHandle();
if (handle.Key == 0)
handle = new CoroutineHandle(_instanceID);
if (_nextEditorSlowUpdateProcessSlot >= EditorSlowUpdateProcesses.Length)
{
IEnumerator<float>[] oldProcArray = EditorSlowUpdateProcesses;
bool[] oldPausedArray = EditorSlowUpdatePaused;
bool[] oldHeldArray = EditorSlowUpdateHeld;
EditorSlowUpdateProcesses = new IEnumerator<float>[EditorSlowUpdateProcesses.Length + (ProcessArrayChunkSize * _expansions++)];
EditorSlowUpdatePaused = new bool[EditorSlowUpdateProcesses.Length];
EditorSlowUpdateHeld = new bool[EditorSlowUpdateProcesses.Length];
for (int i = 0; i < oldProcArray.Length; i++)
{
EditorSlowUpdateProcesses[i] = oldProcArray[i];
EditorSlowUpdatePaused[i] = oldPausedArray[i];
EditorSlowUpdateHeld[i] = oldHeldArray[i];
}
}
if (UpdateTimeValues(slot.seg))
_lastEditorSlowUpdateProcessSlot = _nextEditorSlowUpdateProcessSlot;
slot.i = _nextEditorSlowUpdateProcessSlot++;
EditorSlowUpdateProcesses[slot.i] = coroutine;
if (null != tag)
AddTagOnInstance(tag, handle);
if (layerHasValue)
AddLayerOnInstance(layer, handle);
_indexToHandle.Add(slot, handle);
_handleToIndex.Add(handle, slot);
while (prewarm)
{
if (!EditorSlowUpdateProcesses[slot.i].MoveNext())
{
if (_indexToHandle.ContainsKey(slot))
KillCoroutinesOnInstance(_indexToHandle[slot]);
prewarm = false;
}
else if (EditorSlowUpdateProcesses[slot.i] != null && float.IsNaN(EditorSlowUpdateProcesses[slot.i].Current))
{
if (ReplacementFunction != null)
{
EditorSlowUpdateProcesses[slot.i] = ReplacementFunction(EditorSlowUpdateProcesses[slot.i], _indexToHandle[slot]);
ReplacementFunction = null;
}
prewarm = !EditorSlowUpdatePaused[slot.i] && !EditorSlowUpdateHeld[slot.i];
}
else
{
prewarm = false;
}
}
break;
#endif
case Segment.EndOfFrame:
if (_nextEndOfFrameProcessSlot >= EndOfFrameProcesses.Length)
{
IEnumerator<float>[] oldProcArray = EndOfFrameProcesses;
bool[] oldPausedArray = EndOfFramePaused;
bool[] oldHeldArray = EndOfFrameHeld;
EndOfFrameProcesses = new IEnumerator<float>[EndOfFrameProcesses.Length + (ProcessArrayChunkSize * _expansions++)];
EndOfFramePaused = new bool[EndOfFrameProcesses.Length];
EndOfFrameHeld = new bool[EndOfFrameProcesses.Length];
for (int i = 0; i < oldProcArray.Length; i++)
{
EndOfFrameProcesses[i] = oldProcArray[i];
EndOfFramePaused[i] = oldPausedArray[i];
EndOfFrameHeld[i] = oldHeldArray[i];
}
}
if (UpdateTimeValues(slot.seg))
_lastEndOfFrameProcessSlot = _nextEndOfFrameProcessSlot;
slot.i = _nextEndOfFrameProcessSlot++;
EndOfFrameProcesses[slot.i] = coroutine;
if (null != tag)
AddTagOnInstance(tag, handle);
if (layerHasValue)
AddLayerOnInstance(layer, handle);
_indexToHandle.Add(slot, handle);
_handleToIndex.Add(handle, slot);
_eofWatcherHandle = RunCoroutineSingletonOnInstance(_EOFPumpWatcher(), _eofWatcherHandle, SingletonBehavior.Abort);
break;
case Segment.ManualTimeframe:
if (_nextManualTimeframeProcessSlot >= ManualTimeframeProcesses.Length)
{
IEnumerator<float>[] oldProcArray = ManualTimeframeProcesses;
bool[] oldPausedArray = ManualTimeframePaused;
bool[] oldHeldArray = ManualTimeframeHeld;
ManualTimeframeProcesses = new IEnumerator<float>[ManualTimeframeProcesses.Length + (ProcessArrayChunkSize * _expansions++)];
ManualTimeframePaused = new bool[ManualTimeframeProcesses.Length];
ManualTimeframeHeld = new bool[ManualTimeframeProcesses.Length];
for (int i = 0; i < oldProcArray.Length; i++)
{
ManualTimeframeProcesses[i] = oldProcArray[i];
ManualTimeframePaused[i] = oldPausedArray[i];
ManualTimeframeHeld[i] = oldHeldArray[i];
}
}
if (UpdateTimeValues(slot.seg))
_lastManualTimeframeProcessSlot = _nextManualTimeframeProcessSlot;
slot.i = _nextManualTimeframeProcessSlot++;
ManualTimeframeProcesses[slot.i] = coroutine;
if (null != tag)
AddTagOnInstance(tag, handle);
if (layerHasValue)
AddLayerOnInstance(layer, handle);
_indexToHandle.Add(slot, handle);
_handleToIndex.Add(handle, slot);
break;
default:
handle = new CoroutineHandle();
break;
}
}
catch (System.Exception ex)
{
Debug.LogException(ex);
}
localTime = currentLocalTime;
deltaTime = currentDeltaTime;
currentCoroutine = cashedHandle;
return handle;
}
/// <summary>
/// This will kill all coroutines running on the main MEC instance and reset the context.
/// NOTE: If you call this function from within a running coroutine then you MUST end the current
/// coroutine. If the running coroutine has more work to do you may run a new "part 2" coroutine
/// function to complete the task before ending the current one.
/// </summary>
/// <returns>The number of coroutines that were killed.</returns>
public static int KillCoroutines()
{
return _instance == null ? 0 : _instance.KillCoroutinesOnInstance();
}
/// <summary>
/// This will kill all coroutines running on the current MEC instance and reset the context.
/// NOTE: If you call this function from within a running coroutine then you MUST end the current
/// coroutine. If the running coroutine has more work to do you may run a new "part 2" coroutine
/// function to complete the task before ending the current one.
/// </summary>
/// <returns>The number of coroutines that were killed.</returns>
public int KillCoroutinesOnInstance()
{
int retVal = _nextUpdateProcessSlot + _nextLateUpdateProcessSlot + _nextFixedUpdateProcessSlot + _nextSlowUpdateProcessSlot +
_nextRealtimeUpdateProcessSlot + _nextEditorUpdateProcessSlot + _nextEditorSlowUpdateProcessSlot +
_nextEndOfFrameProcessSlot + _nextManualTimeframeProcessSlot;
UpdateProcesses = new IEnumerator<float>[InitialBufferSizeLarge];
UpdatePaused = new bool[InitialBufferSizeLarge];
UpdateHeld = new bool[InitialBufferSizeLarge];
UpdateCoroutines = 0;
_nextUpdateProcessSlot = 0;
LateUpdateProcesses = new IEnumerator<float>[InitialBufferSizeSmall];
LateUpdatePaused = new bool[InitialBufferSizeSmall];
LateUpdateHeld = new bool[InitialBufferSizeSmall];
LateUpdateCoroutines = 0;
_nextLateUpdateProcessSlot = 0;
FixedUpdateProcesses = new IEnumerator<float>[InitialBufferSizeMedium];
FixedUpdatePaused = new bool[InitialBufferSizeMedium];
FixedUpdateHeld = new bool[InitialBufferSizeMedium];
FixedUpdateCoroutines = 0;
_nextFixedUpdateProcessSlot = 0;
SlowUpdateProcesses = new IEnumerator<float>[InitialBufferSizeMedium];
SlowUpdatePaused = new bool[InitialBufferSizeMedium];
SlowUpdateHeld = new bool[InitialBufferSizeMedium];
SlowUpdateCoroutines = 0;
_nextSlowUpdateProcessSlot = 0;
RealtimeUpdateProcesses = new IEnumerator<float>[InitialBufferSizeSmall];
RealtimeUpdatePaused = new bool[InitialBufferSizeSmall];
RealtimeUpdateHeld = new bool[InitialBufferSizeSmall];
RealtimeUpdateCoroutines = 0;
_nextRealtimeUpdateProcessSlot = 0;
EditorUpdateProcesses = new IEnumerator<float>[InitialBufferSizeSmall];
EditorUpdatePaused = new bool[InitialBufferSizeSmall];
EditorUpdateHeld = new bool[InitialBufferSizeSmall];
EditorUpdateCoroutines = 0;
_nextEditorUpdateProcessSlot = 0;
EditorSlowUpdateProcesses = new IEnumerator<float>[InitialBufferSizeSmall];
EditorSlowUpdatePaused = new bool[InitialBufferSizeSmall];
EditorSlowUpdateHeld = new bool[InitialBufferSizeSmall];
EditorSlowUpdateCoroutines = 0;
_nextEditorSlowUpdateProcessSlot = 0;
EndOfFrameProcesses = new IEnumerator<float>[InitialBufferSizeSmall];
EndOfFramePaused = new bool[InitialBufferSizeSmall];
EndOfFrameHeld = new bool[InitialBufferSizeSmall];
EndOfFrameCoroutines = 0;
_nextEndOfFrameProcessSlot = 0;
ManualTimeframeProcesses = new IEnumerator<float>[InitialBufferSizeSmall];
ManualTimeframePaused = new bool[InitialBufferSizeSmall];
ManualTimeframeHeld = new bool[InitialBufferSizeSmall];
ManualTimeframeCoroutines = 0;
_nextManualTimeframeProcessSlot = 0;
_processTags.Clear();
_taggedProcesses.Clear();
_processLayers.Clear();
_layeredProcesses.Clear();
_handleToIndex.Clear();
_indexToHandle.Clear();
_waitingTriggers.Clear();
_expansions = (ushort)((_expansions / 2) + 1);
Links.Clear();
#if UNITY_EDITOR
EditorApplication.update -= OnEditorUpdate;
#endif
return retVal;
}
/// <summary>
/// Kills the coroutine that you pass in (ignores it if the handle is invalid or isn't running).
/// </summary>
/// <param name="handles">A list of handles to be killed.</param>
/// <returns>The number of coroutines that were found and killed.</returns>
public static int KillCoroutines(CoroutineHandle handle)
{
return ActiveInstances[handle.Key] != null
? GetInstance(handle.Key).KillCoroutinesOnInstance(handle) : 0;
}
/// <summary>
/// Kills all the coroutines that you pass in (ignores any that aren't running).
/// </summary>
/// <param name="handles">A list of handles to be killed.</param>
/// <returns>The number of coroutines that were found and killed.</returns>
public static int KillCoroutines(params CoroutineHandle[] handles)
{
int count = 0;
for (int i = 0;i < handles.Length;i++)
count += ActiveInstances[handles[i].Key] != null
? GetInstance(handles[i].Key).KillCoroutinesOnInstance(handles[i]) : 0;
return count;
}
/// <summary>
/// Kills the instance of the coroutine handle on this Timing instance if it exists.
/// </summary>
/// <param name="handle">The handle of the coroutine to kill.</param>
/// <returns>The number of coroutines that were found and killed (Normally 0 or 1).</returns>
public int KillCoroutinesOnInstance(CoroutineHandle handle)
{
int count = 0;
if (_handleToIndex.ContainsKey(handle))
{
if (_waitingTriggers.ContainsKey(handle))
CloseWaitingProcess(handle);
if (Nullify(handle))
count++;
RemoveGraffiti(handle);
}
if (Links.ContainsKey(handle))
{
var linksEnum = Links[handle].GetEnumerator();
Links.Remove(handle);
while (linksEnum.MoveNext())
count += KillCoroutines(linksEnum.Current);
}
return count;
}
/// <summary>
/// Kills all coroutines on the given layer.
/// </summary>
/// <param name="gameObj">All coroutines on the layer corresponding with this GameObject will be killed.</param>
/// <returns>The number of coroutines that were found and killed.</returns>
public static int KillCoroutines(GameObject gameObj)
{
return _instance == null ? 0 : _instance.KillCoroutinesOnInstance(gameObj.GetInstanceID());
}
/// <summary>
/// Kills all coroutines on the given layer.
/// </summary>
/// <param name="gameObj">All coroutines on the layer corresponding with this GameObject will be killed.</param>
/// <returns>The number of coroutines that were found and killed.</returns>
public int KillCoroutinesOnInstance(GameObject gameObj)
{
return KillCoroutinesOnInstance(gameObj.GetInstanceID());
}
/// <summary>
/// Kills all coroutines on the given layer.
/// </summary>
/// <param name="layer">All coroutines on this layer will be killed.</param>
/// <returns>The number of coroutines that were found and killed.</returns>
public static int KillCoroutines(int layer)
{
return _instance == null ? 0 : _instance.KillCoroutinesOnInstance(layer);
}
/// <summary>
/// Kills all coroutines on the given layer.
/// </summary>
/// <param name="layer">All coroutines on this layer will be killed.</param>
/// <returns>The number of coroutines that were found and killed.</returns>
public int KillCoroutinesOnInstance(int layer)
{
int numberFound = 0;
while (_layeredProcesses.ContainsKey(layer))
{
var matchEnum = _layeredProcesses[layer].GetEnumerator();
matchEnum.MoveNext();
if (Nullify(matchEnum.Current))
{
if (_waitingTriggers.ContainsKey(matchEnum.Current))
CloseWaitingProcess(matchEnum.Current);
numberFound++;
}
RemoveGraffiti(matchEnum.Current);
if (Links.ContainsKey(matchEnum.Current))
{
var linksEnum = Links[matchEnum.Current].GetEnumerator();
Links.Remove(matchEnum.Current);
while (linksEnum.MoveNext())
numberFound += KillCoroutines(linksEnum.Current);
}
}
return numberFound;
}
/// <summary>
/// Kills all coroutines that have the given tag.
/// </summary>
/// <param name="tag">All coroutines with this tag will be killed.</param>
/// <returns>The number of coroutines that were found and killed.</returns>
public static int KillCoroutines(string tag)
{
return _instance == null ? 0 : _instance.KillCoroutinesOnInstance(tag);
}
/// <summary>
/// Kills all coroutines that have the given tag.
/// </summary>
/// <param name="tag">All coroutines with this tag will be killed.</param>
/// <returns>The number of coroutines that were found and killed.</returns>
public int KillCoroutinesOnInstance(string tag)
{
if (tag == null) return 0;
int numberFound = 0;
while (_taggedProcesses.ContainsKey(tag))
{
var matchEnum = _taggedProcesses[tag].GetEnumerator();
matchEnum.MoveNext();
if (Nullify(_handleToIndex[matchEnum.Current]))
{
if (_waitingTriggers.ContainsKey(matchEnum.Current))
CloseWaitingProcess(matchEnum.Current);
numberFound++;
}
RemoveGraffiti(matchEnum.Current);
if (Links.ContainsKey(matchEnum.Current))
{
var linksEnum = Links[matchEnum.Current].GetEnumerator();
Links.Remove(matchEnum.Current);
while (linksEnum.MoveNext())
numberFound += KillCoroutines(linksEnum.Current);
}
}
return numberFound;
}
/// <summary>
/// Kills all coroutines with the given tag on the given layer.
/// </summary>
/// <param name="gameObj">All coroutines on the layer corresponding with this GameObject will be killed.</param>
/// <param name="tag">All coroutines with this tag on the given layer will be killed.</param>
/// <returns>The number of coroutines that were found and killed.</returns>
public static int KillCoroutines(GameObject gameObj, string tag)
{
return _instance == null ? 0 : _instance.KillCoroutinesOnInstance(gameObj.GetInstanceID(), tag);
}
/// <summary>
/// Kills all coroutines with the given tag on the given layer.
/// </summary>
/// <param name="gameObj">All coroutines on the layer corresponding with this GameObject will be killed.</param>
/// <param name="tag">All coroutines with this tag on the given layer will be killed.</param>
/// <returns>The number of coroutines that were found and killed.</returns>
public int KillCoroutinesOnInstance(GameObject gameObj, string tag)
{
return KillCoroutinesOnInstance(gameObj.GetInstanceID(), tag);
}
/// <summary>
/// Kills all coroutines with the given tag on the given layer.
/// </summary>
/// <param name="layer">All coroutines on this layer with the given tag will be killed.</param>
/// <param name="tag">All coroutines with this tag on the given layer will be killed.</param>
/// <returns>The number of coroutines that were found and killed.</returns>
public static int KillCoroutines(int layer, string tag)
{
return _instance == null ? 0 : _instance.KillCoroutinesOnInstance(layer, tag);
}
/// <summary>
/// Kills all coroutines with the given tag on the given layer.
/// </summary>
/// <param name="layer">All coroutines on this layer with the given tag will be killed.</param>
/// <param name="tag">All coroutines with this tag on the given layer will be killed.</param>
/// <returns>The number of coroutines that were found and killed.</returns>
public int KillCoroutinesOnInstance(int layer, string tag)
{
if (tag == null)
return KillCoroutinesOnInstance(layer);
if (!_layeredProcesses.ContainsKey(layer) || !_taggedProcesses.ContainsKey(tag))
return 0;
int count = 0;
var indexesEnum = _taggedProcesses[tag].GetEnumerator();
while (indexesEnum.MoveNext())
{
if (CoindexIsNull(_handleToIndex[indexesEnum.Current]) || !_layeredProcesses[layer].Contains(indexesEnum.Current) ||
!Nullify(indexesEnum.Current))
continue;
if (_waitingTriggers.ContainsKey(indexesEnum.Current))
CloseWaitingProcess(indexesEnum.Current);
count++;
RemoveGraffiti(indexesEnum.Current);
if (Links.ContainsKey(indexesEnum.Current))
{
var linksEnum = Links[indexesEnum.Current].GetEnumerator();
Links.Remove(indexesEnum.Current);
while (linksEnum.MoveNext())
KillCoroutines(linksEnum.Current);
}
if (!_taggedProcesses.ContainsKey(tag) || !_layeredProcesses.ContainsKey(layer))
break;
indexesEnum = _taggedProcesses[tag].GetEnumerator();
}
return count;
}
/// <summary>
/// Retrieves the MEC manager that corresponds to the supplied instance id.
/// </summary>
/// <param name="ID">The instance ID.</param>
/// <returns>The manager, or null if not found.</returns>
public static Timing GetInstance(byte ID)
{
if (ID >= 0x10)
return null;
return ActiveInstances[ID];
}
/// <summary>
/// Use "yield return Timing.WaitForSeconds(time);" to wait for the specified number of seconds.
/// </summary>
/// <param name="waitTime">Number of seconds to wait.</param>
public static float WaitForSeconds(float waitTime)
{
if (float.IsNaN(waitTime)) waitTime = 0f;
return LocalTime + waitTime;
}
/// <summary>
/// Use "yield return timingInstance.WaitForSecondsOnInstance(time);" to wait for the specified number of seconds.
/// </summary>
/// <param name="waitTime">Number of seconds to wait.</param>
public float WaitForSecondsOnInstance(float waitTime)
{
if (float.IsNaN(waitTime)) waitTime = 0f;
return localTime + waitTime;
}
private bool UpdateTimeValues(Segment segment)
{
switch (segment)
{
case Segment.Update:
if (_currentUpdateFrame != Time.frameCount)
{
deltaTime = Time.deltaTime;
_lastUpdateTime += deltaTime;
localTime = _lastUpdateTime;
_currentUpdateFrame = Time.frameCount;
return true;
}
else
{
deltaTime = Time.deltaTime;
localTime = _lastUpdateTime;
return false;
}
case Segment.LateUpdate:
if (_currentLateUpdateFrame != Time.frameCount)
{
deltaTime = Time.deltaTime;
_lastLateUpdateTime += deltaTime;
localTime = _lastLateUpdateTime;
_currentLateUpdateFrame = Time.frameCount;
return true;
}
else
{
deltaTime = Time.deltaTime;
localTime = _lastLateUpdateTime;
return false;
}
case Segment.FixedUpdate:
deltaTime = Time.fixedDeltaTime;
localTime = Time.fixedTime;
if (_lastFixedUpdateTime + 0.0001f < Time.fixedTime)
{
_lastFixedUpdateTime = Time.fixedTime;
return true;
}
return false;
case Segment.SlowUpdate:
if (_currentSlowUpdateFrame != Time.frameCount)
{
deltaTime = _lastSlowUpdateDeltaTime = Time.realtimeSinceStartup - _lastSlowUpdateTime;
localTime = _lastSlowUpdateTime = Time.realtimeSinceStartup;
_currentSlowUpdateFrame = Time.frameCount;
return true;
}
else
{
localTime = _lastSlowUpdateTime;
deltaTime = _lastSlowUpdateDeltaTime;
return false;
}
case Segment.RealtimeUpdate:
if (_currentRealtimeUpdateFrame != Time.frameCount)
{
deltaTime = Time.unscaledDeltaTime;
_lastRealtimeUpdateTime += deltaTime;
localTime = _lastRealtimeUpdateTime;
_currentRealtimeUpdateFrame = Time.frameCount;
return true;
}
else
{
deltaTime = Time.unscaledDeltaTime;
localTime = _lastRealtimeUpdateTime;
return false;
}
#if UNITY_EDITOR
case Segment.EditorUpdate:
if (_lastEditorUpdateTime + 0.0001 < EditorApplication.timeSinceStartup)
{
_lastEditorUpdateDeltaTime = (float)EditorApplication.timeSinceStartup - _lastEditorUpdateTime;
if (_lastEditorUpdateDeltaTime > Time.maximumDeltaTime)
_lastEditorUpdateDeltaTime = Time.maximumDeltaTime;
deltaTime = _lastEditorUpdateDeltaTime;
localTime = _lastEditorUpdateTime = (float)EditorApplication.timeSinceStartup;
return true;
}
else
{
deltaTime = _lastEditorUpdateDeltaTime;
localTime = _lastEditorUpdateTime;
return false;
}
case Segment.EditorSlowUpdate:
if (_lastEditorSlowUpdateTime + 0.0001 < EditorApplication.timeSinceStartup)
{
_lastEditorSlowUpdateDeltaTime = (float)EditorApplication.timeSinceStartup - _lastEditorSlowUpdateTime;
deltaTime = _lastEditorSlowUpdateDeltaTime;
localTime = _lastEditorSlowUpdateTime = (float)EditorApplication.timeSinceStartup;
return true;
}
else
{
deltaTime = _lastEditorSlowUpdateDeltaTime;
localTime = _lastEditorSlowUpdateTime;
return false;
}
#endif
case Segment.EndOfFrame:
if (_currentEndOfFrameFrame != Time.frameCount)
{
deltaTime = Time.deltaTime;
_lastEndOfFrameTime += deltaTime;
localTime = _lastEndOfFrameTime;
_currentEndOfFrameFrame = Time.frameCount;
return true;
}
else
{
deltaTime = Time.deltaTime;
localTime = _lastEndOfFrameTime;
return false;
}
case Segment.ManualTimeframe:
float timeCalculated = SetManualTimeframeTime == null ? Time.time : SetManualTimeframeTime(_lastManualTimeframeTime);
if (_lastManualTimeframeTime + 0.0001 < timeCalculated && _lastManualTimeframeTime - 0.0001 > timeCalculated)
{
localTime = timeCalculated;
deltaTime = localTime - _lastManualTimeframeTime;
if (deltaTime > Time.maximumDeltaTime)
deltaTime = Time.maximumDeltaTime;
_lastManualTimeframeDeltaTime = deltaTime;
_lastManualTimeframeTime = timeCalculated;
return true;
}
else
{
deltaTime = _lastManualTimeframeDeltaTime;
localTime = _lastManualTimeframeTime;
return false;
}
}
return true;
}
private float GetSegmentTime(Segment segment)
{
switch (segment)
{
case Segment.Update:
if (_currentUpdateFrame == Time.frameCount)
return _lastUpdateTime;
else
return _lastUpdateTime + Time.deltaTime;
case Segment.LateUpdate:
if (_currentUpdateFrame == Time.frameCount)
return _lastLateUpdateTime;
else
return _lastLateUpdateTime + Time.deltaTime;
case Segment.FixedUpdate:
return Time.fixedTime;
case Segment.SlowUpdate:
return Time.realtimeSinceStartup;
case Segment.RealtimeUpdate:
if (_currentRealtimeUpdateFrame == Time.frameCount)
return _lastRealtimeUpdateTime;
else
return _lastRealtimeUpdateTime + Time.unscaledDeltaTime;
#if UNITY_EDITOR
case Segment.EditorUpdate:
case Segment.EditorSlowUpdate:
return (float)EditorApplication.timeSinceStartup;
#endif
case Segment.EndOfFrame:
if (_currentUpdateFrame == Time.frameCount)
return _lastEndOfFrameTime;
else
return _lastEndOfFrameTime + Time.deltaTime;
case Segment.ManualTimeframe:
return _lastManualTimeframeTime;
default:
return 0f;
}
}
/// <summary>
/// This will pause all coroutines running on the main MEC instance until ResumeCoroutines is called.
/// </summary>
/// <returns>The number of coroutines that were paused.</returns>
public static int PauseCoroutines()
{
return _instance == null ? 0 : _instance.PauseCoroutinesOnInstance();
}
/// <summary>
/// This will pause all coroutines running on this MEC instance until ResumeCoroutinesOnInstance is called.
/// </summary>
/// <returns>The number of coroutines that were paused.</returns>
public int PauseCoroutinesOnInstance()
{
int count = 0;
int i;
for (i = 0; i < _nextUpdateProcessSlot; i++)
{
if (!UpdatePaused[i] && UpdateProcesses[i] != null)
{
count++;
UpdatePaused[i] = true;
if (UpdateProcesses[i].Current > GetSegmentTime(Segment.Update))
UpdateProcesses[i] = _InjectDelay(UpdateProcesses[i],
UpdateProcesses[i].Current - GetSegmentTime(Segment.Update));
}
}
for (i = 0; i < _nextLateUpdateProcessSlot; i++)
{
if (!LateUpdatePaused[i] && LateUpdateProcesses[i] != null)
{
count++;
LateUpdatePaused[i] = true;
if (LateUpdateProcesses[i].Current > GetSegmentTime(Segment.LateUpdate))
LateUpdateProcesses[i] = _InjectDelay(LateUpdateProcesses[i],
LateUpdateProcesses[i].Current - GetSegmentTime(Segment.LateUpdate));
}
}
for (i = 0; i < _nextFixedUpdateProcessSlot; i++)
{
if (!FixedUpdatePaused[i] && FixedUpdateProcesses[i] != null)
{
count++;
FixedUpdatePaused[i] = true;
if (FixedUpdateProcesses[i].Current > GetSegmentTime(Segment.FixedUpdate))
FixedUpdateProcesses[i] = _InjectDelay(FixedUpdateProcesses[i],
FixedUpdateProcesses[i].Current - GetSegmentTime(Segment.FixedUpdate));
}
}
for (i = 0; i < _nextSlowUpdateProcessSlot; i++)
{
if (!SlowUpdatePaused[i] && SlowUpdateProcesses[i] != null)
{
count++;
SlowUpdatePaused[i] = true;
if (SlowUpdateProcesses[i].Current > GetSegmentTime(Segment.SlowUpdate))
SlowUpdateProcesses[i] = _InjectDelay(SlowUpdateProcesses[i],
SlowUpdateProcesses[i].Current - GetSegmentTime(Segment.SlowUpdate));
}
}
for (i = 0; i < _nextRealtimeUpdateProcessSlot; i++)
{
if (!RealtimeUpdatePaused[i] && RealtimeUpdateProcesses[i] != null)
{
count++;
RealtimeUpdatePaused[i] = true;
if (RealtimeUpdateProcesses[i].Current > GetSegmentTime(Segment.RealtimeUpdate))
RealtimeUpdateProcesses[i] = _InjectDelay(RealtimeUpdateProcesses[i],
RealtimeUpdateProcesses[i].Current - GetSegmentTime(Segment.RealtimeUpdate));
}
}
for (i = 0; i < _nextEditorUpdateProcessSlot; i++)
{
if (!EditorUpdatePaused[i] && EditorUpdateProcesses[i] != null)
{
count++;
EditorUpdatePaused[i] = true;
if (EditorUpdateProcesses[i].Current > GetSegmentTime(Segment.EditorUpdate))
EditorUpdateProcesses[i] = _InjectDelay(EditorUpdateProcesses[i],
EditorUpdateProcesses[i].Current - GetSegmentTime(Segment.EditorUpdate));
}
}
for (i = 0; i < _nextEditorSlowUpdateProcessSlot; i++)
{
if (!EditorSlowUpdatePaused[i] && EditorSlowUpdateProcesses[i] != null)
{
count++;
EditorSlowUpdatePaused[i] = true;
if (EditorSlowUpdateProcesses[i].Current > GetSegmentTime(Segment.EditorSlowUpdate))
EditorSlowUpdateProcesses[i] = _InjectDelay(EditorSlowUpdateProcesses[i],
EditorSlowUpdateProcesses[i].Current - GetSegmentTime(Segment.EditorSlowUpdate));
}
}
for (i = 0; i < _nextEndOfFrameProcessSlot; i++)
{
if (!EndOfFramePaused[i] && EndOfFrameProcesses[i] != null)
{
count++;
EndOfFramePaused[i] = true;
if (EndOfFrameProcesses[i].Current > GetSegmentTime(Segment.EndOfFrame))
EndOfFrameProcesses[i] = _InjectDelay(EndOfFrameProcesses[i],
EndOfFrameProcesses[i].Current - GetSegmentTime(Segment.EndOfFrame));
}
}
for (i = 0; i < _nextManualTimeframeProcessSlot; i++)
{
if (!ManualTimeframePaused[i] && ManualTimeframeProcesses[i] != null)
{
count++;
ManualTimeframePaused[i] = true;
if (ManualTimeframeProcesses[i].Current > GetSegmentTime(Segment.ManualTimeframe))
ManualTimeframeProcesses[i] = _InjectDelay(ManualTimeframeProcesses[i],
ManualTimeframeProcesses[i].Current - GetSegmentTime(Segment.ManualTimeframe));
}
}
var indexesEnum = Links.GetEnumerator();
while (indexesEnum.MoveNext())
{
if (!_handleToIndex.ContainsKey(indexesEnum.Current.Key)) continue;
var linksEnum = indexesEnum.Current.Value.GetEnumerator();
while (linksEnum.MoveNext())
count += PauseCoroutines(linksEnum.Current);
}
return count;
}
/// <summary>
/// This will pause any matching coroutines running on this MEC instance until ResumeCoroutinesOnInstance is called.
/// </summary>
/// <param name="handle">The handle of the coroutine to pause.</param>
/// <returns>The number of coroutines that were paused (Normally 0 or 1).</returns>
public int PauseCoroutinesOnInstance(CoroutineHandle handle)
{
int count = 0;
if (_handleToIndex.ContainsKey(handle) && !CoindexIsNull(_handleToIndex[handle]) && !SetPause(_handleToIndex[handle], true))
count++;
if (Links.ContainsKey(handle))
{
var links = Links[handle];
Links.Remove(handle);
var linksEnum = links.GetEnumerator();
while (linksEnum.MoveNext())
count += PauseCoroutines(linksEnum.Current);
Links.Add(handle, links);
}
return count;
}
/// <summary>
/// This will pause any matching coroutines until ResumeCoroutines is called.
/// </summary>
/// <param name="handles">A list of handles to coroutines you want to pause.</param>
/// <returns>The number of coroutines that were paused.</returns>
public static int PauseCoroutines(CoroutineHandle handle)
{
return _instance == null ? 0 : _instance.PauseCoroutinesOnInstance(handle);
}
/// <summary>
/// This will pause any matching coroutines until ResumeCoroutines is called.
/// </summary>
/// <param name="handles">A list of handles to coroutines you want to pause.</param>
/// <returns>The number of coroutines that were paused.</returns>
public static int PauseCoroutines(params CoroutineHandle[] handles)
{
int total = 0;
for (int i = 0;i < handles.Length;i++)
total += ActiveInstances[handles[i].Key] != null
? GetInstance(handles[i].Key).PauseCoroutinesOnInstance(handles[i]) : 0;
return total;
}
/// <summary>
/// This will pause any matching coroutines running on the current MEC instance until ResumeCoroutines is called.
/// </summary>
/// <param name="gameObj">All coroutines on the layer corresponding with this GameObject will be paused.</param>
/// <returns>The number of coroutines that were paused.</returns>
public static int PauseCoroutines(GameObject gameObj)
{
return _instance == null ? 0 : _instance.PauseCoroutinesOnInstance(gameObj);
}
/// <summary>
/// This will pause any matching coroutines running on this MEC instance until ResumeCoroutinesOnInstance is called.
/// </summary>
/// <param name="gameObj">All coroutines on the layer corresponding with this GameObject will be paused.</param>
/// <returns>The number of coroutines that were paused.</returns>
public int PauseCoroutinesOnInstance(GameObject gameObj)
{
return gameObj == null ? 0 : PauseCoroutinesOnInstance(gameObj.GetInstanceID());
}
/// <summary>
/// This will pause any matching coroutines running on the current MEC instance until ResumeCoroutines is called.
/// </summary>
/// <param name="layer">Any coroutines on the matching layer will be paused.</param>
/// <returns>The number of coroutines that were paused.</returns>
public static int PauseCoroutines(int layer)
{
return _instance == null ? 0 : _instance.PauseCoroutinesOnInstance(layer);
}
/// <summary>
/// This will pause any matching coroutines running on this MEC instance until ResumeCoroutinesOnInstance is called.
/// </summary>
/// <param name="layer">Any coroutines on the matching layer will be paused.</param>
/// <returns>The number of coroutines that were paused.</returns>
public int PauseCoroutinesOnInstance(int layer)
{
if (!_layeredProcesses.ContainsKey(layer))
return 0;
int count = 0;
var matchesEnum = _layeredProcesses[layer].GetEnumerator();
while (matchesEnum.MoveNext())
{
if (!CoindexIsNull(_handleToIndex[matchesEnum.Current]) && !SetPause(_handleToIndex[matchesEnum.Current], true))
count++;
if (Links.ContainsKey(matchesEnum.Current))
{
var links = Links[matchesEnum.Current];
Links.Remove(matchesEnum.Current);
var linksEnum = links.GetEnumerator();
while (linksEnum.MoveNext())
count += PauseCoroutines(linksEnum.Current);
Links.Add(matchesEnum.Current, links);
}
}
return count;
}
/// <summary>
/// This will pause any matching coroutines running on the current MEC instance until ResumeCoroutines is called.
/// </summary>
/// <param name="tag">Any coroutines with a matching tag will be paused.</param>
/// <returns>The number of coroutines that were paused.</returns>
public static int PauseCoroutines(string tag)
{
return _instance == null ? 0 : _instance.PauseCoroutinesOnInstance(tag);
}
/// <summary>
/// This will pause any matching coroutines running on this MEC instance until ResumeCoroutinesOnInstance is called.
/// </summary>
/// <param name="tag">Any coroutines with a matching tag will be paused.</param>
/// <returns>The number of coroutines that were paused.</returns>
public int PauseCoroutinesOnInstance(string tag)
{
if (tag == null || !_taggedProcesses.ContainsKey(tag))
return 0;
int count = 0;
var matchesEnum = _taggedProcesses[tag].GetEnumerator();
while (matchesEnum.MoveNext())
{
if (!CoindexIsNull(_handleToIndex[matchesEnum.Current]) && !SetPause(_handleToIndex[matchesEnum.Current], true))
count++;
if (Links.ContainsKey(matchesEnum.Current))
{
var links = Links[matchesEnum.Current];
Links.Remove(matchesEnum.Current);
var linksEnum = links.GetEnumerator();
while (linksEnum.MoveNext())
count += PauseCoroutines(linksEnum.Current);
Links.Add(matchesEnum.Current, links);
}
}
return count;
}
/// <summary>
/// This will pause any matching coroutines running on the current MEC instance until ResumeCoroutines is called.
/// </summary>
/// <param name="gameObj">All coroutines on the layer corresponding with this GameObject will be paused.</param>
/// <param name="tag">Any coroutines with a matching tag will be paused.</param>
/// <returns>The number of coroutines that were paused.</returns>
public static int PauseCoroutines(GameObject gameObj, string tag)
{
return _instance == null ? 0 : _instance.PauseCoroutinesOnInstance(gameObj.GetInstanceID(), tag);
}
/// <summary>
/// This will pause any matching coroutines running on this MEC instance until ResumeCoroutinesOnInstance is called.
/// </summary>
/// <param name="gameObj">All coroutines on the layer corresponding with this GameObject will be paused.</param>
/// <param name="tag">Any coroutines with a matching tag will be paused.</param>
/// <returns>The number of coroutines that were paused.</returns>
public int PauseCoroutinesOnInstance(GameObject gameObj, string tag)
{
return gameObj == null ? 0 : PauseCoroutinesOnInstance(gameObj.GetInstanceID(), tag);
}
/// <summary>
/// This will pause any matching coroutines running on the current MEC instance until ResumeCoroutines is called.
/// </summary>
/// <param name="layer">Any coroutines on the matching layer will be paused.</param>
/// <param name="tag">Any coroutines with a matching tag will be paused.</param>
/// <returns>The number of coroutines that were paused.</returns>
public static int PauseCoroutines(int layer, string tag)
{
return _instance == null ? 0 : _instance.PauseCoroutinesOnInstance(layer, tag);
}
/// <summary>
/// This will pause any matching coroutines running on this MEC instance until ResumeCoroutinesOnInstance is called.
/// </summary>
/// <param name="layer">Any coroutines on the matching layer will be paused.</param>
/// <param name="tag">Any coroutines with a matching tag will be paused.</param>
/// <returns>The number of coroutines that were paused.</returns>
public int PauseCoroutinesOnInstance(int layer, string tag)
{
if (tag == null)
return PauseCoroutinesOnInstance(layer);
if (!_taggedProcesses.ContainsKey(tag) || !_layeredProcesses.ContainsKey(layer))
return 0;
int count = 0;
var matchesEnum = _taggedProcesses[tag].GetEnumerator();
while (matchesEnum.MoveNext())
{
if (_processLayers.ContainsKey(matchesEnum.Current) && _processLayers[matchesEnum.Current] == layer
&& !CoindexIsNull(_handleToIndex[matchesEnum.Current]))
{
if (!SetPause(_handleToIndex[matchesEnum.Current], true))
count++;
if (Links.ContainsKey(matchesEnum.Current))
{
var links = Links[matchesEnum.Current];
Links.Remove(matchesEnum.Current);
var linksEnum = links.GetEnumerator();
while (linksEnum.MoveNext())
count += PauseCoroutines(linksEnum.Current);
Links.Add(matchesEnum.Current, links);
}
}
}
return count;
}
/// <summary>
/// This resumes all coroutines on the current MEC instance if they are currently paused, otherwise it has
/// no effect.
/// </summary>
/// <returns>The number of coroutines that were resumed.</returns>
public static int ResumeCoroutines()
{
return _instance == null ? 0 : _instance.ResumeCoroutinesOnInstance();
}
/// <summary>
/// This resumes all coroutines on this MEC instance if they are currently paused, otherwise it has no effect.
/// </summary>
/// <returns>The number of coroutines that were resumed.</returns>
public int ResumeCoroutinesOnInstance()
{
int count = 0;
ProcessIndex coindex;
for (coindex.i = 0, coindex.seg = Segment.Update; coindex.i < _nextUpdateProcessSlot; coindex.i++)
{
if (UpdatePaused[coindex.i] && UpdateProcesses[coindex.i] != null)
{
UpdatePaused[coindex.i] = false;
count++;
}
}
for (coindex.i = 0, coindex.seg = Segment.LateUpdate; coindex.i < _nextLateUpdateProcessSlot; coindex.i++)
{
if (LateUpdatePaused[coindex.i] && LateUpdateProcesses[coindex.i] != null)
{
LateUpdatePaused[coindex.i] = false;
count++;
}
}
for (coindex.i = 0, coindex.seg = Segment.FixedUpdate; coindex.i < _nextFixedUpdateProcessSlot; coindex.i++)
{
if (FixedUpdatePaused[coindex.i] && FixedUpdateProcesses[coindex.i] != null)
{
FixedUpdatePaused[coindex.i] = false;
count++;
}
}
for (coindex.i = 0, coindex.seg = Segment.SlowUpdate; coindex.i < _nextSlowUpdateProcessSlot; coindex.i++)
{
if (SlowUpdatePaused[coindex.i] && SlowUpdateProcesses[coindex.i] != null)
{
SlowUpdatePaused[coindex.i] = false;
count++;
}
}
for (coindex.i = 0, coindex.seg = Segment.RealtimeUpdate; coindex.i < _nextRealtimeUpdateProcessSlot; coindex.i++)
{
if (RealtimeUpdatePaused[coindex.i] && RealtimeUpdateProcesses[coindex.i] != null)
{
RealtimeUpdatePaused[coindex.i] = false;
count++;
}
}
for (coindex.i = 0, coindex.seg = Segment.EditorUpdate; coindex.i < _nextEditorUpdateProcessSlot; coindex.i++)
{
if (EditorUpdatePaused[coindex.i] && EditorUpdateProcesses[coindex.i] != null)
{
EditorUpdatePaused[coindex.i] = false;
count++;
}
}
for (coindex.i = 0, coindex.seg = Segment.EditorSlowUpdate; coindex.i < _nextEditorSlowUpdateProcessSlot; coindex.i++)
{
if (EditorSlowUpdatePaused[coindex.i] && EditorSlowUpdateProcesses[coindex.i] != null)
{
EditorSlowUpdatePaused[coindex.i] = false;
count++;
}
}
for (coindex.i = 0, coindex.seg = Segment.EndOfFrame; coindex.i < _nextEndOfFrameProcessSlot; coindex.i++)
{
if (EndOfFramePaused[coindex.i] && EndOfFrameProcesses[coindex.i] != null)
{
EndOfFramePaused[coindex.i] = false;
count++;
}
}
for (coindex.i = 0, coindex.seg = Segment.ManualTimeframe; coindex.i < _nextManualTimeframeProcessSlot; coindex.i++)
{
if (ManualTimeframePaused[coindex.i] && ManualTimeframeProcesses[coindex.i] != null)
{
ManualTimeframePaused[coindex.i] = false;
count++;
}
}
var indexesEnum = Links.GetEnumerator();
while (indexesEnum.MoveNext())
{
if (!_handleToIndex.ContainsKey(indexesEnum.Current.Key)) continue;
var linksEnum = indexesEnum.Current.Value.GetEnumerator();
while (linksEnum.MoveNext())
count += ResumeCoroutines(linksEnum.Current);
}
return count;
}
/// <summary>
/// This will resume any matching coroutines that are paused.
/// </summary>
/// <param name="handles">A list of handles to coroutines you want to resume.</param>
/// <returns>The number of coroutines that were resumed.</returns>
public static int ResumeCoroutines(CoroutineHandle handle)
{
return _instance == null ? 0 : _instance.ResumeCoroutinesOnInstance(handle);
}
/// <summary>
/// This will resume any matching coroutines that are paused.
/// </summary>
/// <param name="handles">A list of handles to coroutines you want to resume.</param>
/// <returns>The number of coroutines that were resumed.</returns>
public static int ResumeCoroutines(params CoroutineHandle[] handles)
{
int count = 0;
for (int i = 0; i < handles.Length; i++)
count += ActiveInstances[handles[i].Key] != null
? GetInstance(handles[i].Key).ResumeCoroutinesOnInstance(handles[i]) : 0;
return count;
}
/// <summary>
/// This will resume any matching coroutines that are paused and running on this MEC instance.
/// </summary>
/// <param name="handle">The handle of the coroutine to resume.</param>
/// <returns>The number of coroutines that were resumed. (Normally 0 or 1)</returns>
public int ResumeCoroutinesOnInstance(CoroutineHandle handle)
{
int count = 0;
if (_handleToIndex.ContainsKey(handle) && !CoindexIsNull(_handleToIndex[handle]) && SetPause(_handleToIndex[handle], false))
count++;
if (Links.ContainsKey(handle))
{
var links = Links[handle];
Links.Remove(handle);
var linksEnum = links.GetEnumerator();
while (linksEnum.MoveNext())
count += ResumeCoroutines(linksEnum.Current);
Links.Add(handle, links);
}
return count;
}
/// <summary>
/// This will resume any matching coroutines running on this MEC instance.
/// </summary>
/// <param name="handles">A list of handles to coroutines you want to resume.</param>
/// <returns>The number of coroutines that were resumed.</returns>
public int ResumeCoroutinesOnInstance(IEnumerable<CoroutineHandle> handles)
{
int count = 0;
var handlesEnum = handles.GetEnumerator();
while (!handlesEnum.MoveNext())
ResumeCoroutinesOnInstance(handlesEnum.Current);
return count;
}
/// <summary>
/// This resumes any matching coroutines on the current MEC instance if they are currently paused, otherwise it has
/// no effect.
/// </summary>
/// <param name="gameObj">All coroutines on the layer corresponding with this GameObject will be resumed.</param>
/// <returns>The number of coroutines that were resumed.</returns>
public static int ResumeCoroutines(GameObject gameObj)
{
return _instance == null ? 0 : _instance.ResumeCoroutinesOnInstance(gameObj.GetInstanceID());
}
/// <summary>
/// This resumes any matching coroutines on this MEC instance if they are currently paused, otherwise it has no effect.
/// </summary>
/// <param name="gameObj">All coroutines on the layer corresponding with this GameObject will be resumed.</param>
/// <returns>The number of coroutines that were resumed.</returns>
public int ResumeCoroutinesOnInstance(GameObject gameObj)
{
return gameObj == null ? 0 : ResumeCoroutinesOnInstance(gameObj.GetInstanceID());
}
/// <summary>
/// This resumes any matching coroutines on the current MEC instance if they are currently paused, otherwise it has
/// no effect.
/// </summary>
/// <param name="layer">Any coroutines previously paused on the matching layer will be resumend.</param>
/// <returns>The number of coroutines that were resumed.</returns>
public static int ResumeCoroutines(int layer)
{
return _instance == null ? 0 : _instance.ResumeCoroutinesOnInstance(layer);
}
/// <summary>
/// This resumes any matching coroutines on this MEC instance if they are currently paused, otherwise it has no effect.
/// </summary>
/// <param name="layer">Any coroutines previously paused on the matching layer will be resumend.</param>
/// <returns>The number of coroutines that were resumed.</returns>
public int ResumeCoroutinesOnInstance(int layer)
{
if (!_layeredProcesses.ContainsKey(layer))
return 0;
int count = 0;
var indexesEnum = _layeredProcesses[layer].GetEnumerator();
while (indexesEnum.MoveNext())
{
if (!CoindexIsNull(_handleToIndex[indexesEnum.Current]) && SetPause(_handleToIndex[indexesEnum.Current], false))
{
count++;
}
if (Links.ContainsKey(indexesEnum.Current))
{
var links = Links[indexesEnum.Current];
Links.Remove(indexesEnum.Current);
var linksEnum = links.GetEnumerator();
while (linksEnum.MoveNext())
count += ResumeCoroutines(linksEnum.Current);
Links.Add(indexesEnum.Current, links);
}
}
return count;
}
/// <summary>
/// This resumes any matching coroutines on the current MEC instance if they are currently paused, otherwise it has no effect.
/// </summary>
/// <param name="tag">Any coroutines previously paused with a matching tag will be resumend.</param>
/// <returns>The number of coroutines that were resumed.</returns>
public static int ResumeCoroutines(string tag)
{
return _instance == null ? 0 : _instance.ResumeCoroutinesOnInstance(tag);
}
/// <summary>
/// This resumes any matching coroutines on this MEC instance if they are currently paused, otherwise it has no effect.
/// </summary>
/// <param name="tag">Any coroutines previously paused with a matching tag will be resumend.</param>
/// <returns>The number of coroutines that were resumed.</returns>
public int ResumeCoroutinesOnInstance(string tag)
{
if (tag == null || !_taggedProcesses.ContainsKey(tag))
return 0;
int count = 0;
var indexesEnum = _taggedProcesses[tag].GetEnumerator();
while (indexesEnum.MoveNext())
{
if (!CoindexIsNull(_handleToIndex[indexesEnum.Current]) && SetPause(_handleToIndex[indexesEnum.Current], false))
{
count++;
}
if (Links.ContainsKey(indexesEnum.Current))
{
var links = Links[indexesEnum.Current];
Links.Remove(indexesEnum.Current);
var linksEnum = links.GetEnumerator();
while (linksEnum.MoveNext())
count += ResumeCoroutines(linksEnum.Current);
Links.Add(indexesEnum.Current, links);
}
}
return count;
}
/// <summary>
/// This resumes any matching coroutines on the current MEC instance if they are currently paused, otherwise it has
/// no effect.
/// </summary>
/// <param name="gameObj">All coroutines on the layer corresponding with this GameObject will be resumed.</param>
/// <param name="tag">Any coroutines previously paused with a matching tag will be resumend.</param>
/// <returns>The number of coroutines that were resumed.</returns>
public static int ResumeCoroutines(GameObject gameObj, string tag)
{
return _instance == null ? 0 : _instance.ResumeCoroutinesOnInstance(gameObj.GetInstanceID(), tag);
}
/// <summary>
/// This resumes any matching coroutines on this MEC instance if they are currently paused, otherwise it has no effect.
/// </summary>
/// <param name="gameObj">All coroutines on the layer corresponding with this GameObject will be resumed.</param>
/// <param name="tag">Any coroutines previously paused with a matching tag will be resumend.</param>
/// <returns>The number of coroutines that were resumed.</returns>
public int ResumeCoroutinesOnInstance(GameObject gameObj, string tag)
{
return gameObj == null ? 0 : ResumeCoroutinesOnInstance(gameObj.GetInstanceID(), tag);
}
/// <summary>
/// This resumes any matching coroutines on the current MEC instance if they are currently paused, otherwise it has
/// no effect.
/// </summary>
/// <param name="layer">Any coroutines previously paused on the matching layer will be resumend.</param>
/// <param name="tag">Any coroutines previously paused with a matching tag will be resumend.</param>
/// <returns>The number of coroutines that were resumed.</returns>
public static int ResumeCoroutines(int layer, string tag)
{
return _instance == null ? 0 : _instance.ResumeCoroutinesOnInstance(layer, tag);
}
/// <summary>
/// This resumes any matching coroutines on this MEC instance if they are currently paused, otherwise it has no effect.
/// </summary>
/// <param name="layer">Any coroutines previously paused on the matching layer will be resumend.</param>
/// <param name="tag">Any coroutines previously paused with a matching tag will be resumend.</param>
/// <returns>The number of coroutines that were resumed.</returns>
public int ResumeCoroutinesOnInstance(int layer, string tag)
{
if (tag == null)
return ResumeCoroutinesOnInstance(layer);
if (!_layeredProcesses.ContainsKey(layer) || !_taggedProcesses.ContainsKey(tag))
return 0;
int count = 0;
var indexesEnum = _taggedProcesses[tag].GetEnumerator();
while (indexesEnum.MoveNext())
{
if (!CoindexIsNull(_handleToIndex[indexesEnum.Current]) && _layeredProcesses[layer].Contains(indexesEnum.Current))
{
if (SetPause(_handleToIndex[indexesEnum.Current], false))
count++;
if (Links.ContainsKey(indexesEnum.Current))
{
var links = Links[indexesEnum.Current];
Links.Remove(indexesEnum.Current);
var linksEnum = links.GetEnumerator();
while (linksEnum.MoveNext())
count += ResumeCoroutines(linksEnum.Current);
Links.Add(indexesEnum.Current, links);
}
}
}
return count;
}
/// <summary>
/// Returns the tag associated with the coroutine that the given handle points to, if it is running.
/// </summary>
/// <param name="handle">The handle to the coroutine.</param>
/// <returns>The coroutine's tag, or null if there is no matching tag.</returns>
public static string GetTag(CoroutineHandle handle)
{
Timing inst = GetInstance(handle.Key);
return inst != null && inst._handleToIndex.ContainsKey(handle) && inst._processTags.ContainsKey(handle)
? inst._processTags[handle] : null;
}
/// <summary>
/// Returns the layer associated with the coroutine that the given handle points to, if it is running.
/// </summary>
/// <param name="handle">The handle to the coroutine.</param>
/// <returns>The coroutine's layer as a nullable integer, or null if there is no matching layer.</returns>
public static int? GetLayer(CoroutineHandle handle)
{
Timing inst = GetInstance(handle.Key);
return inst != null && inst._handleToIndex.ContainsKey(handle) && inst._processLayers.ContainsKey(handle)
? inst._processLayers[handle] : (int?)null;
}
/// <summary>
/// Returns >NET's name for the coroutine that the handle points to.
/// </summary>
/// <param name="handle">The handle to the coroutine.</param>
/// <returns>The underlying debug name of the coroutine, or info about the state of the coroutine.</returns>
public static string GetDebugName(CoroutineHandle handle)
{
if (handle.Key == 0)
return "Uninitialized handle";
Timing inst = GetInstance(handle.Key);
if (inst == null)
return "Invalid handle";
if (!inst._handleToIndex.ContainsKey(handle))
return "Expired coroutine";
return inst.CoindexPeek(inst._handleToIndex[handle]).ToString();
}
/// <summary>
/// Returns the segment that the coroutine with the given handle is running on.
/// </summary>
/// <param name="handle">The handle to the coroutine.</param>
/// <returns>The coroutine's segment, or Segment.Invalid if it's not found.</returns>
public static Segment GetSegment(CoroutineHandle handle)
{
Timing inst = GetInstance(handle.Key);
return inst != null && inst._handleToIndex.ContainsKey(handle) ? inst._handleToIndex[handle].seg : Segment.Invalid;
}
/// <summary>
/// Sets the coroutine that the handle points to to have the given tag.
/// </summary>
/// <param name="handle">The handle to the coroutine.</param>
/// <param name="newTag">The new tag to assign, or null to clear the tag.</param>
/// <param name="overwriteExisting">If set to false then the tag will not be changed if the coroutine has an existing tag.</param>
/// <returns>Whether the tag was set successfully.</returns>
public static bool SetTag(CoroutineHandle handle, string newTag, bool overwriteExisting = true)
{
Timing inst = GetInstance(handle.Key);
if (inst == null || !inst._handleToIndex.ContainsKey(handle) || inst.CoindexIsNull(inst._handleToIndex[handle])
|| (!overwriteExisting && inst._processTags.ContainsKey(handle)))
return false;
inst.RemoveTagOnInstance(handle);
inst.AddTagOnInstance(newTag, handle);
return true;
}
/// <summary>
/// Sets the coroutine that the handle points to to have the given layer.
/// </summary>
/// <param name="handle">The handle to the coroutine.</param>
/// <param name="newLayer">The new tag to assign.</param>
/// <param name="overwriteExisting">If set to false then the tag will not be changed if the coroutine has an existing tag.</param>
/// <returns>Whether the layer was set successfully.</returns>
public static bool SetLayer(CoroutineHandle handle, int newLayer, bool overwriteExisting = true)
{
Timing inst = GetInstance(handle.Key);
if (inst == null || !inst._handleToIndex.ContainsKey(handle) || inst.CoindexIsNull(inst._handleToIndex[handle])
|| (!overwriteExisting && inst._processLayers.ContainsKey(handle)))
return false;
inst.RemoveLayerOnInstance(handle);
inst.AddLayerOnInstance(newLayer, handle);
return true;
}
/// <summary>
/// Sets the segment for the coroutine with the given handle.
/// </summary>
/// <param name="handle">The handle to the coroutine.</param>
/// <param name="newSegment">The new segment to run the coroutine in.</param>
/// <returns>Whether the segment was set successfully.</returns>
public static bool SetSegment(CoroutineHandle handle, Segment newSegment)
{
Timing inst = GetInstance(handle.Key);
if (inst == null || !inst._handleToIndex.ContainsKey(handle) || inst.CoindexIsNull(inst._handleToIndex[handle]))
return false;
ProcessIndex coindex = inst._handleToIndex[handle];
IEnumerator<float> procPtr = inst.CoindexExtract(coindex);
bool coroutineHeld = inst.CoindexIsHeld(coindex);
bool coroutinePaused = inst.CoindexIsPaused(coindex);
if (procPtr.Current > inst.GetSegmentTime(coindex.seg))
procPtr = inst._InjectDelay(procPtr, procPtr.Current - inst.GetSegmentTime(coindex.seg));
inst.RunCoroutineInternal(procPtr, newSegment, 0, false, null, handle, false);
coindex = inst._handleToIndex[handle];
inst.SetHeld(coindex, coroutineHeld);
inst.SetPause(coindex, coroutinePaused);
return true;
}
/// <summary>
/// Sets the coroutine that the handle points to to have the given tag.
/// </summary>
/// <param name="handle">The handle to the coroutine.</param>
/// <returns>Whether the tag was removed successfully.</returns>
public static bool RemoveTag(CoroutineHandle handle)
{
return SetTag(handle, null);
}
/// <summary>
/// Sets the coroutine that the handle points to to have the given layer.
/// </summary>
/// <param name="handle">The handle to the coroutine.</param>
/// <returns>Whether the layer was removed successfully.</returns>
public static bool RemoveLayer(CoroutineHandle handle)
{
Timing inst = GetInstance(handle.Key);
if (inst == null || !inst._handleToIndex.ContainsKey(handle) || inst.CoindexIsNull(inst._handleToIndex[handle]))
return false;
inst.RemoveLayerOnInstance(handle);
return true;
}
/// <summary>
/// Tests to see if the handle you have points to a valid coroutine that is currently running. Paused or held coroutines count as running.
/// </summary>
/// <param name="handle">The handle to test.</param>
/// <returns>Whether it's a valid coroutine.</returns>
public static bool IsRunning(CoroutineHandle handle)
{
Timing inst = GetInstance(handle.Key);
return inst != null && inst._handleToIndex.ContainsKey(handle) && !inst.CoindexIsNull(inst._handleToIndex[handle]);
}
/// <summary>
/// Tests to see if the handle you have points to a coroutine that has not ended but is paused.
/// </summary>
/// <param name="handle">The handle to test.</param>
/// <returns>Whether it's a paused coroutine.</returns>
public static bool IsAliveAndPaused(CoroutineHandle handle)
{
Timing inst = GetInstance(handle.Key);
return inst != null && inst._handleToIndex.ContainsKey(handle) && !inst.CoindexIsNull(inst._handleToIndex[handle]) &&
inst.CoindexIsPaused(inst._handleToIndex[handle]);
}
private void AddTagOnInstance(string tag, CoroutineHandle handle)
{
_processTags.Add(handle, tag);
if (_taggedProcesses.ContainsKey(tag))
_taggedProcesses[tag].Add(handle);
else
_taggedProcesses.Add(tag, new HashSet<CoroutineHandle> { handle });
}
private void AddLayerOnInstance(int layer, CoroutineHandle handle)
{
_processLayers.Add(handle, layer);
if (_layeredProcesses.ContainsKey(layer))
_layeredProcesses[layer].Add(handle);
else
_layeredProcesses.Add(layer, new HashSet<CoroutineHandle> { handle });
}
private void RemoveTagOnInstance(CoroutineHandle handle)
{
if (_processTags.ContainsKey(handle))
{
if (_taggedProcesses[_processTags[handle]].Count > 1)
_taggedProcesses[_processTags[handle]].Remove(handle);
else
_taggedProcesses.Remove(_processTags[handle]);
_processTags.Remove(handle);
}
}
private void RemoveLayerOnInstance(CoroutineHandle handle)
{
if (_processLayers.ContainsKey(handle))
{
if (_layeredProcesses[_processLayers[handle]].Count > 1)
_layeredProcesses[_processLayers[handle]].Remove(handle);
else
_layeredProcesses.Remove(_processLayers[handle]);
_processLayers.Remove(handle);
}
}
private void RemoveGraffiti(CoroutineHandle handle)
{
if (_processLayers.ContainsKey(handle))
{
if (_layeredProcesses[_processLayers[handle]].Count > 1)
_layeredProcesses[_processLayers[handle]].Remove(handle);
else
_layeredProcesses.Remove(_processLayers[handle]);
_processLayers.Remove(handle);
}
if (_processTags.ContainsKey(handle))
{
if (_taggedProcesses[_processTags[handle]].Count > 1)
_taggedProcesses[_processTags[handle]].Remove(handle);
else
_taggedProcesses.Remove(_processTags[handle]);
_processTags.Remove(handle);
}
}
private IEnumerator<float> CoindexExtract(ProcessIndex coindex)
{
IEnumerator<float> retVal;
switch (coindex.seg)
{
case Segment.Update:
retVal = UpdateProcesses[coindex.i];
UpdateProcesses[coindex.i] = null;
return retVal;
case Segment.FixedUpdate:
retVal = FixedUpdateProcesses[coindex.i];
FixedUpdateProcesses[coindex.i] = null;
return retVal;
case Segment.LateUpdate:
retVal = LateUpdateProcesses[coindex.i];
LateUpdateProcesses[coindex.i] = null;
return retVal;
case Segment.SlowUpdate:
retVal = SlowUpdateProcesses[coindex.i];
SlowUpdateProcesses[coindex.i] = null;
return retVal;
case Segment.RealtimeUpdate:
retVal = RealtimeUpdateProcesses[coindex.i];
RealtimeUpdateProcesses[coindex.i] = null;
return retVal;
case Segment.EditorUpdate:
retVal = EditorUpdateProcesses[coindex.i];
EditorUpdateProcesses[coindex.i] = null;
return retVal;
case Segment.EditorSlowUpdate:
retVal = EditorSlowUpdateProcesses[coindex.i];
EditorSlowUpdateProcesses[coindex.i] = null;
return retVal;
case Segment.EndOfFrame:
retVal = EndOfFrameProcesses[coindex.i];
EndOfFrameProcesses[coindex.i] = null;
return retVal;
case Segment.ManualTimeframe:
retVal = ManualTimeframeProcesses[coindex.i];
ManualTimeframeProcesses[coindex.i] = null;
return retVal;
default:
return null;
}
}
private bool CoindexIsNull(ProcessIndex coindex)
{
switch (coindex.seg)
{
case Segment.Update:
return UpdateProcesses[coindex.i] == null;
case Segment.FixedUpdate:
return FixedUpdateProcesses[coindex.i] == null;
case Segment.LateUpdate:
return LateUpdateProcesses[coindex.i] == null;
case Segment.SlowUpdate:
return SlowUpdateProcesses[coindex.i] == null;
case Segment.RealtimeUpdate:
return RealtimeUpdateProcesses[coindex.i] == null;
case Segment.EditorUpdate:
return EditorUpdateProcesses[coindex.i] == null;
case Segment.EditorSlowUpdate:
return EditorSlowUpdateProcesses[coindex.i] == null;
case Segment.EndOfFrame:
return EndOfFrameProcesses[coindex.i] == null;
case Segment.ManualTimeframe:
return ManualTimeframeProcesses[coindex.i] == null;
default:
return true;
}
}
private IEnumerator<float> CoindexPeek(ProcessIndex coindex)
{
switch (coindex.seg)
{
case Segment.Update:
return UpdateProcesses[coindex.i];
case Segment.FixedUpdate:
return FixedUpdateProcesses[coindex.i];
case Segment.LateUpdate:
return LateUpdateProcesses[coindex.i];
case Segment.SlowUpdate:
return SlowUpdateProcesses[coindex.i];
case Segment.RealtimeUpdate:
return RealtimeUpdateProcesses[coindex.i];
case Segment.EditorUpdate:
return EditorUpdateProcesses[coindex.i];
case Segment.EditorSlowUpdate:
return EditorSlowUpdateProcesses[coindex.i];
case Segment.EndOfFrame:
return EndOfFrameProcesses[coindex.i];
case Segment.ManualTimeframe:
return ManualTimeframeProcesses[coindex.i];
default:
return null;
}
}
/// <returns>Whether it was already null.</returns>
private bool Nullify(CoroutineHandle handle)
{
return Nullify(_handleToIndex[handle]);
}
/// <returns>Whether it was already null.</returns>
private bool Nullify(ProcessIndex coindex)
{
bool retVal;
switch (coindex.seg)
{
case Segment.Update:
retVal = UpdateProcesses[coindex.i] != null;
UpdateProcesses[coindex.i] = null;
return retVal;
case Segment.FixedUpdate:
retVal = FixedUpdateProcesses[coindex.i] != null;
FixedUpdateProcesses[coindex.i] = null;
return retVal;
case Segment.LateUpdate:
retVal = LateUpdateProcesses[coindex.i] != null;
LateUpdateProcesses[coindex.i] = null;
return retVal;
case Segment.SlowUpdate:
retVal = SlowUpdateProcesses[coindex.i] != null;
SlowUpdateProcesses[coindex.i] = null;
return retVal;
case Segment.RealtimeUpdate:
retVal = RealtimeUpdateProcesses[coindex.i] != null;
RealtimeUpdateProcesses[coindex.i] = null;
return retVal;
case Segment.EditorUpdate:
retVal = UpdateProcesses[coindex.i] != null;
EditorUpdateProcesses[coindex.i] = null;
return retVal;
case Segment.EditorSlowUpdate:
retVal = EditorSlowUpdateProcesses[coindex.i] != null;
EditorSlowUpdateProcesses[coindex.i] = null;
return retVal;
case Segment.EndOfFrame:
retVal = EndOfFrameProcesses[coindex.i] != null;
EndOfFrameProcesses[coindex.i] = null;
return retVal;
case Segment.ManualTimeframe:
retVal = ManualTimeframeProcesses[coindex.i] != null;
ManualTimeframeProcesses[coindex.i] = null;
return retVal;
default:
return false;
}
}
private bool SetPause(ProcessIndex coindex, bool newPausedState)
{
if (CoindexPeek(coindex) == null)
return false;
bool isPaused;
switch (coindex.seg)
{
case Segment.Update:
isPaused = UpdatePaused[coindex.i];
UpdatePaused[coindex.i] = newPausedState;
if (newPausedState && UpdateProcesses[coindex.i].Current > GetSegmentTime(coindex.seg))
UpdateProcesses[coindex.i] = _InjectDelay(UpdateProcesses[coindex.i],
UpdateProcesses[coindex.i].Current - GetSegmentTime(coindex.seg));
return isPaused;
case Segment.FixedUpdate:
isPaused = FixedUpdatePaused[coindex.i];
FixedUpdatePaused[coindex.i] = newPausedState;
if (newPausedState && FixedUpdateProcesses[coindex.i].Current > GetSegmentTime(coindex.seg))
FixedUpdateProcesses[coindex.i] = _InjectDelay(FixedUpdateProcesses[coindex.i],
FixedUpdateProcesses[coindex.i].Current - GetSegmentTime(coindex.seg));
return isPaused;
case Segment.LateUpdate:
isPaused = LateUpdatePaused[coindex.i];
LateUpdatePaused[coindex.i] = newPausedState;
if (newPausedState && LateUpdateProcesses[coindex.i].Current > GetSegmentTime(coindex.seg))
LateUpdateProcesses[coindex.i] = _InjectDelay(LateUpdateProcesses[coindex.i],
LateUpdateProcesses[coindex.i].Current - GetSegmentTime(coindex.seg));
return isPaused;
case Segment.SlowUpdate:
isPaused = SlowUpdatePaused[coindex.i];
SlowUpdatePaused[coindex.i] = newPausedState;
if (newPausedState && SlowUpdateProcesses[coindex.i].Current > GetSegmentTime(coindex.seg))
SlowUpdateProcesses[coindex.i] = _InjectDelay(SlowUpdateProcesses[coindex.i],
SlowUpdateProcesses[coindex.i].Current - GetSegmentTime(coindex.seg));
return isPaused;
case Segment.RealtimeUpdate:
isPaused = RealtimeUpdatePaused[coindex.i];
RealtimeUpdatePaused[coindex.i] = newPausedState;
if (newPausedState && RealtimeUpdateProcesses[coindex.i].Current > GetSegmentTime(coindex.seg))
RealtimeUpdateProcesses[coindex.i] = _InjectDelay(RealtimeUpdateProcesses[coindex.i],
RealtimeUpdateProcesses[coindex.i].Current - GetSegmentTime(coindex.seg));
return isPaused;
case Segment.EditorUpdate:
isPaused = EditorUpdatePaused[coindex.i];
EditorUpdatePaused[coindex.i] = newPausedState;
if (newPausedState && EditorUpdateProcesses[coindex.i].Current > GetSegmentTime(coindex.seg))
EditorUpdateProcesses[coindex.i] = _InjectDelay(EditorUpdateProcesses[coindex.i],
EditorUpdateProcesses[coindex.i].Current - GetSegmentTime(coindex.seg));
return isPaused;
case Segment.EditorSlowUpdate:
isPaused = EditorSlowUpdatePaused[coindex.i];
EditorSlowUpdatePaused[coindex.i] = newPausedState;
if (newPausedState && EditorSlowUpdateProcesses[coindex.i].Current > GetSegmentTime(coindex.seg))
EditorSlowUpdateProcesses[coindex.i] = _InjectDelay(EditorSlowUpdateProcesses[coindex.i],
EditorSlowUpdateProcesses[coindex.i].Current - GetSegmentTime(coindex.seg));
return isPaused;
case Segment.EndOfFrame:
isPaused = EndOfFramePaused[coindex.i];
EndOfFramePaused[coindex.i] = newPausedState;
if (newPausedState && EndOfFrameProcesses[coindex.i].Current > GetSegmentTime(coindex.seg))
EndOfFrameProcesses[coindex.i] = _InjectDelay(EndOfFrameProcesses[coindex.i],
EndOfFrameProcesses[coindex.i].Current - GetSegmentTime(coindex.seg));
return isPaused;
case Segment.ManualTimeframe:
isPaused = ManualTimeframePaused[coindex.i];
ManualTimeframePaused[coindex.i] = newPausedState;
if (newPausedState && ManualTimeframeProcesses[coindex.i].Current > GetSegmentTime(coindex.seg))
ManualTimeframeProcesses[coindex.i] = _InjectDelay(ManualTimeframeProcesses[coindex.i],
ManualTimeframeProcesses[coindex.i].Current - GetSegmentTime(coindex.seg));
return isPaused;
default:
return false;
}
}
private bool SetHeld(ProcessIndex coindex, bool newHeldState)
{
if (CoindexPeek(coindex) == null)
return false;
bool isHeld;
switch (coindex.seg)
{
case Segment.Update:
isHeld = UpdateHeld[coindex.i];
UpdateHeld[coindex.i] = newHeldState;
if (newHeldState && UpdateProcesses[coindex.i].Current > GetSegmentTime(coindex.seg))
UpdateProcesses[coindex.i] = _InjectDelay(UpdateProcesses[coindex.i],
UpdateProcesses[coindex.i].Current - GetSegmentTime(coindex.seg));
return isHeld;
case Segment.FixedUpdate:
isHeld = FixedUpdateHeld[coindex.i];
FixedUpdateHeld[coindex.i] = newHeldState;
if (newHeldState && FixedUpdateProcesses[coindex.i].Current > GetSegmentTime(coindex.seg))
FixedUpdateProcesses[coindex.i] = _InjectDelay(FixedUpdateProcesses[coindex.i],
FixedUpdateProcesses[coindex.i].Current - GetSegmentTime(coindex.seg));
return isHeld;
case Segment.LateUpdate:
isHeld = LateUpdateHeld[coindex.i];
LateUpdateHeld[coindex.i] = newHeldState;
if (newHeldState && LateUpdateProcesses[coindex.i].Current > GetSegmentTime(coindex.seg))
LateUpdateProcesses[coindex.i] = _InjectDelay(LateUpdateProcesses[coindex.i],
LateUpdateProcesses[coindex.i].Current - GetSegmentTime(coindex.seg));
return isHeld;
case Segment.SlowUpdate:
isHeld = SlowUpdateHeld[coindex.i];
SlowUpdateHeld[coindex.i] = newHeldState;
if (newHeldState && SlowUpdateProcesses[coindex.i].Current > GetSegmentTime(coindex.seg))
SlowUpdateProcesses[coindex.i] = _InjectDelay(SlowUpdateProcesses[coindex.i],
SlowUpdateProcesses[coindex.i].Current - GetSegmentTime(coindex.seg));
return isHeld;
case Segment.RealtimeUpdate:
isHeld = RealtimeUpdateHeld[coindex.i];
RealtimeUpdateHeld[coindex.i] = newHeldState;
if (newHeldState && RealtimeUpdateProcesses[coindex.i].Current > GetSegmentTime(coindex.seg))
RealtimeUpdateProcesses[coindex.i] = _InjectDelay(RealtimeUpdateProcesses[coindex.i],
RealtimeUpdateProcesses[coindex.i].Current - GetSegmentTime(coindex.seg));
return isHeld;
case Segment.EditorUpdate:
isHeld = EditorUpdateHeld[coindex.i];
EditorUpdateHeld[coindex.i] = newHeldState;
if (newHeldState && EditorUpdateProcesses[coindex.i].Current > GetSegmentTime(coindex.seg))
EditorUpdateProcesses[coindex.i] = _InjectDelay(EditorUpdateProcesses[coindex.i],
EditorUpdateProcesses[coindex.i].Current - GetSegmentTime(coindex.seg));
return isHeld;
case Segment.EditorSlowUpdate:
isHeld = EditorSlowUpdateHeld[coindex.i];
EditorSlowUpdateHeld[coindex.i] = newHeldState;
if (newHeldState && EditorSlowUpdateProcesses[coindex.i].Current > GetSegmentTime(coindex.seg))
EditorSlowUpdateProcesses[coindex.i] = _InjectDelay(EditorSlowUpdateProcesses[coindex.i],
EditorSlowUpdateProcesses[coindex.i].Current - GetSegmentTime(coindex.seg));
return isHeld;
case Segment.EndOfFrame:
isHeld = EndOfFrameHeld[coindex.i];
EndOfFrameHeld[coindex.i] = newHeldState;
if (newHeldState && EndOfFrameProcesses[coindex.i].Current > GetSegmentTime(coindex.seg))
EndOfFrameProcesses[coindex.i] = _InjectDelay(EndOfFrameProcesses[coindex.i],
EndOfFrameProcesses[coindex.i].Current - GetSegmentTime(coindex.seg));
return isHeld;
case Segment.ManualTimeframe:
isHeld = ManualTimeframeHeld[coindex.i];
ManualTimeframeHeld[coindex.i] = newHeldState;
if (newHeldState && ManualTimeframeProcesses[coindex.i].Current > GetSegmentTime(coindex.seg))
ManualTimeframeProcesses[coindex.i] = _InjectDelay(ManualTimeframeProcesses[coindex.i],
ManualTimeframeProcesses[coindex.i].Current - GetSegmentTime(coindex.seg));
return isHeld;
default:
return false;
}
}
private IEnumerator<float> CreateHold(ProcessIndex coindex, IEnumerator<float> coptr)
{
if (CoindexPeek(coindex) == null)
return null;
switch (coindex.seg)
{
case Segment.Update:
UpdateHeld[coindex.i] = true;
if (UpdateProcesses[coindex.i].Current > GetSegmentTime(coindex.seg))
coptr = _InjectDelay(UpdateProcesses[coindex.i], UpdateProcesses[coindex.i].Current - GetSegmentTime(coindex.seg));
return coptr;
case Segment.FixedUpdate:
FixedUpdateHeld[coindex.i] = true;
if (FixedUpdateProcesses[coindex.i].Current > GetSegmentTime(coindex.seg))
coptr = _InjectDelay(FixedUpdateProcesses[coindex.i],
FixedUpdateProcesses[coindex.i].Current - GetSegmentTime(coindex.seg));
return coptr;
case Segment.LateUpdate:
LateUpdateHeld[coindex.i] = true;
if (LateUpdateProcesses[coindex.i].Current > GetSegmentTime(coindex.seg))
coptr = _InjectDelay(LateUpdateProcesses[coindex.i],
LateUpdateProcesses[coindex.i].Current - GetSegmentTime(coindex.seg));
return coptr;
case Segment.SlowUpdate:
SlowUpdateHeld[coindex.i] = true;
if (SlowUpdateProcesses[coindex.i].Current > GetSegmentTime(coindex.seg))
coptr = _InjectDelay(SlowUpdateProcesses[coindex.i],
SlowUpdateProcesses[coindex.i].Current - GetSegmentTime(coindex.seg));
return coptr;
case Segment.RealtimeUpdate:
RealtimeUpdateHeld[coindex.i] = true;
if (RealtimeUpdateProcesses[coindex.i].Current > GetSegmentTime(coindex.seg))
coptr = _InjectDelay(RealtimeUpdateProcesses[coindex.i],
RealtimeUpdateProcesses[coindex.i].Current - GetSegmentTime(coindex.seg));
return coptr;
case Segment.EditorUpdate:
EditorUpdateHeld[coindex.i] = true;
if (EditorUpdateProcesses[coindex.i].Current > GetSegmentTime(coindex.seg))
coptr = _InjectDelay(EditorUpdateProcesses[coindex.i],
EditorUpdateProcesses[coindex.i].Current - GetSegmentTime(coindex.seg));
return coptr;
case Segment.EditorSlowUpdate:
EditorSlowUpdateHeld[coindex.i] = true;
if (EditorSlowUpdateProcesses[coindex.i].Current > GetSegmentTime(coindex.seg))
coptr = _InjectDelay(EditorSlowUpdateProcesses[coindex.i],
EditorSlowUpdateProcesses[coindex.i].Current - GetSegmentTime(coindex.seg));
return coptr;
case Segment.EndOfFrame:
EndOfFrameHeld[coindex.i] = true;
if (EndOfFrameProcesses[coindex.i].Current > GetSegmentTime(coindex.seg))
coptr = _InjectDelay(EndOfFrameProcesses[coindex.i],
EndOfFrameProcesses[coindex.i].Current - GetSegmentTime(coindex.seg));
return coptr;
case Segment.ManualTimeframe:
ManualTimeframeHeld[coindex.i] = true;
if (ManualTimeframeProcesses[coindex.i].Current > GetSegmentTime(coindex.seg))
coptr = _InjectDelay(ManualTimeframeProcesses[coindex.i],
ManualTimeframeProcesses[coindex.i].Current - GetSegmentTime(coindex.seg));
return coptr;
default:
return coptr;
}
}
private bool CoindexIsPaused(ProcessIndex coindex)
{
switch (coindex.seg)
{
case Segment.Update:
return UpdatePaused[coindex.i];
case Segment.FixedUpdate:
return FixedUpdatePaused[coindex.i];
case Segment.LateUpdate:
return LateUpdatePaused[coindex.i];
case Segment.SlowUpdate:
return SlowUpdatePaused[coindex.i];
case Segment.RealtimeUpdate:
return RealtimeUpdatePaused[coindex.i];
case Segment.EditorUpdate:
return EditorUpdatePaused[coindex.i];
case Segment.EditorSlowUpdate:
return EditorSlowUpdatePaused[coindex.i];
case Segment.EndOfFrame:
return EndOfFramePaused[coindex.i];
case Segment.ManualTimeframe:
return ManualTimeframePaused[coindex.i];
default:
return false;
}
}
private bool CoindexIsHeld(ProcessIndex coindex)
{
switch (coindex.seg)
{
case Segment.Update:
return UpdateHeld[coindex.i];
case Segment.FixedUpdate:
return FixedUpdateHeld[coindex.i];
case Segment.LateUpdate:
return LateUpdateHeld[coindex.i];
case Segment.SlowUpdate:
return SlowUpdateHeld[coindex.i];
case Segment.RealtimeUpdate:
return RealtimeUpdateHeld[coindex.i];
case Segment.EditorUpdate:
return EditorUpdateHeld[coindex.i];
case Segment.EditorSlowUpdate:
return EditorSlowUpdateHeld[coindex.i];
case Segment.EndOfFrame:
return EndOfFrameHeld[coindex.i];
case Segment.ManualTimeframe:
return ManualTimeframeHeld[coindex.i];
default:
return false;
}
}
private void CoindexReplace(ProcessIndex coindex, IEnumerator<float> replacement)
{
switch (coindex.seg)
{
case Segment.Update:
UpdateProcesses[coindex.i] = replacement;
return;
case Segment.FixedUpdate:
FixedUpdateProcesses[coindex.i] = replacement;
return;
case Segment.LateUpdate:
LateUpdateProcesses[coindex.i] = replacement;
return;
case Segment.SlowUpdate:
SlowUpdateProcesses[coindex.i] = replacement;
return;
case Segment.RealtimeUpdate:
RealtimeUpdateProcesses[coindex.i] = replacement;
return;
case Segment.EditorUpdate:
EditorUpdateProcesses[coindex.i] = replacement;
return;
case Segment.EditorSlowUpdate:
EditorSlowUpdateProcesses[coindex.i] = replacement;
return;
case Segment.EndOfFrame:
EndOfFrameProcesses[coindex.i] = replacement;
return;
case Segment.ManualTimeframe:
ManualTimeframeProcesses[coindex.i] = replacement;
return;
}
}
/// <summary>
/// Use the command "yield return Timing.WaitUntilDone(newCoroutine);" to start a new coroutine and pause the
/// current one until it finishes.
/// </summary>
/// <param name="newCoroutine">The coroutine to pause for.</param>
public static float WaitUntilDone(IEnumerator<float> newCoroutine)
{
return WaitUntilDone(RunCoroutine(newCoroutine, CurrentCoroutine.Segment), true);
}
/// <summary>
/// Use the command "yield return Timing.WaitUntilDone(newCoroutine);" to start a new coroutine and pause the
/// current one until it finishes.
/// </summary>
/// <param name="newCoroutine">The coroutine to pause for.</param>
/// <param name="tag">An optional tag to attach to the coroutine which can later be used to identify this coroutine.</param>
public static float WaitUntilDone(IEnumerator<float> newCoroutine, string tag)
{
return WaitUntilDone(RunCoroutine(newCoroutine, CurrentCoroutine.Segment, tag), true);
}
/// <summary>
/// Use the command "yield return Timing.WaitUntilDone(newCoroutine);" to start a new coroutine and pause the
/// current one until it finishes.
/// </summary>
/// <param name="newCoroutine">The coroutine to pause for.</param>
/// <param name="layer">An optional layer to attach to the coroutine which can later be used to identify this coroutine.</param>
public static float WaitUntilDone(IEnumerator<float> newCoroutine, int layer)
{
return WaitUntilDone(RunCoroutine(newCoroutine, CurrentCoroutine.Segment, layer), true);
}
/// <summary>
/// Use the command "yield return Timing.WaitUntilDone(newCoroutine);" to start a new coroutine and pause the
/// current one until it finishes.
/// </summary>
/// <param name="newCoroutine">The coroutine to pause for.</param>
/// <param name="layer">An optional layer to attach to the coroutine which can later be used to identify this coroutine.</param>
/// <param name="tag">An optional tag to attach to the coroutine which can later be used to identify this coroutine.</param>
public static float WaitUntilDone(IEnumerator<float> newCoroutine, int layer, string tag)
{
return WaitUntilDone(RunCoroutine(newCoroutine, CurrentCoroutine.Segment, layer, tag), true);
}
/// <summary>
/// Use the command "yield return Timing.WaitUntilDone(newCoroutine);" to start a new coroutine and pause the
/// current one until it finishes.
/// </summary>
/// <param name="newCoroutine">The coroutine to pause for.</param>
/// <param name="segment">The segment that the new coroutine should run in.</param>
public static float WaitUntilDone(IEnumerator<float> newCoroutine, Segment segment)
{
return WaitUntilDone(RunCoroutine(newCoroutine, segment), true);
}
/// <summary>
/// Use the command "yield return Timing.WaitUntilDone(newCoroutine);" to start a new coroutine and pause the
/// current one until it finishes.
/// </summary>
/// <param name="newCoroutine">The coroutine to pause for.</param>
/// <param name="segment">The segment that the new coroutine should run in.</param>
/// <param name="tag">An optional tag to attach to the coroutine which can later be used to identify this coroutine.</param>
public static float WaitUntilDone(IEnumerator<float> newCoroutine, Segment segment, string tag)
{
return WaitUntilDone(RunCoroutine(newCoroutine, segment, tag), true);
}
/// <summary>
/// Use the command "yield return Timing.WaitUntilDone(newCoroutine);" to start a new coroutine and pause the
/// current one until it finishes.
/// </summary>
/// <param name="newCoroutine">The coroutine to pause for.</param>
/// <param name="segment">The segment that the new coroutine should run in.</param>
/// <param name="layer">An optional layer to attach to the coroutine which can later be used to identify this coroutine.</param>
public static float WaitUntilDone(IEnumerator<float> newCoroutine, Segment segment, int layer)
{
return WaitUntilDone(RunCoroutine(newCoroutine, segment, layer), true);
}
/// <summary>
/// Use the command "yield return Timing.WaitUntilDone(newCoroutine);" to start a new coroutine and pause the
/// current one until it finishes.
/// </summary>
/// <param name="newCoroutine">The coroutine to pause for.</param>
/// <param name="segment">The segment that the new coroutine should run in.</param>
/// <param name="layer">An optional layer to attach to the coroutine which can later be used to identify this coroutine.</param>
/// <param name="tag">An optional tag to attach to the coroutine which can later be used to identify this coroutine.</param>
public static float WaitUntilDone(IEnumerator<float> newCoroutine, Segment segment, int layer, string tag)
{
return WaitUntilDone(RunCoroutine(newCoroutine, segment, layer, tag), true);
}
/// <summary>
/// Use the command "yield return Timing.WaitUntilDone(otherCoroutine);" to pause the current
/// coroutine until otherCoroutine is done.
/// </summary>
/// <param name="otherCoroutine">The coroutine to pause for.</param>
public static float WaitUntilDone(CoroutineHandle otherCoroutine)
{
return WaitUntilDone(otherCoroutine, true);
}
/// <summary>
/// Use the command "yield return Timing.WaitUntilDone(otherCoroutine, false);" to pause the current
/// coroutine until otherCoroutine is done, supressing warnings.
/// </summary>
/// <param name="otherCoroutine">The coroutine to pause for.</param>
/// <param name="warnOnIssue">Post a warning if no hold action was actually performed.</param>
public static float WaitUntilDone(CoroutineHandle otherCoroutine, bool warnOnIssue)
{
Timing inst = GetInstance(otherCoroutine.Key);
if (inst != null && inst._handleToIndex.ContainsKey(otherCoroutine))
{
if (inst.CoindexIsNull(inst._handleToIndex[otherCoroutine]))
return 0f;
if (!inst._waitingTriggers.ContainsKey(otherCoroutine))
{
inst.CoindexReplace(inst._handleToIndex[otherCoroutine],
inst._StartWhenDone(otherCoroutine, inst.CoindexPeek(inst._handleToIndex[otherCoroutine])));
inst._waitingTriggers.Add(otherCoroutine, new HashSet<CoroutineHandle>());
}
if (inst.currentCoroutine == otherCoroutine)
{
Assert.IsFalse(warnOnIssue, "A coroutine cannot wait for itself.");
return WaitForOneFrame;
}
if (!inst.currentCoroutine.IsValid)
{
Assert.IsFalse(warnOnIssue, "The two coroutines are not running on the same MEC instance.");
return WaitForOneFrame;
}
inst._waitingTriggers[otherCoroutine].Add(inst.currentCoroutine);
if (!inst._allWaiting.Contains(inst.currentCoroutine))
inst._allWaiting.Add(inst.currentCoroutine);
inst.SetHeld(inst._handleToIndex[inst.currentCoroutine], true);
inst.SwapToLast(otherCoroutine, inst.currentCoroutine);
return float.NaN;
}
Assert.IsFalse(warnOnIssue, "WaitUntilDone cannot hold, the coroutine handle that was passed in is invalid: " + otherCoroutine);
return 0f;
}
/// <summary>
/// This will pause one coroutine until another coroutine finishes running. Note: This is NOT used with a yield return statement.
/// </summary>
/// <param name="handle">The coroutine that should be paused.</param>
/// <param name="otherHandle">The coroutine that will be waited for.</param>
/// <param name="warnOnIssue">Whether a warning should be logged if there is a problem.</param>
public static void WaitForOtherHandles(CoroutineHandle handle, CoroutineHandle otherHandle, bool warnOnIssue = true)
{
if (!IsRunning(handle) || !IsRunning(otherHandle))
return;
if (handle == otherHandle)
{
Assert.IsFalse(warnOnIssue, "A coroutine cannot wait for itself.");
return;
}
if (handle.Key != otherHandle.Key)
{
Assert.IsFalse(warnOnIssue, "A coroutine cannot wait for another coroutine on a different MEC instance.");
return;
}
Timing inst = GetInstance(handle.Key);
if (inst != null && inst._handleToIndex.ContainsKey(handle) && inst._handleToIndex.ContainsKey(otherHandle) &&
!inst.CoindexIsNull(inst._handleToIndex[otherHandle]))
{
if (!inst._waitingTriggers.ContainsKey(otherHandle))
{
inst.CoindexReplace(inst._handleToIndex[otherHandle],
inst._StartWhenDone(otherHandle, inst.CoindexPeek(inst._handleToIndex[otherHandle])));
inst._waitingTriggers.Add(otherHandle, new HashSet<CoroutineHandle>());
}
inst._waitingTriggers[otherHandle].Add(handle);
if (!inst._allWaiting.Contains(handle))
inst._allWaiting.Add(handle);
inst.SetHeld(inst._handleToIndex[handle], true);
inst.SwapToLast(otherHandle, handle);
}
}
/// <summary>
/// This will pause one coroutine until the other coroutines finish running. Note: This is NOT used with a yield return statement.
/// </summary>
/// <param name="handle">The coroutine that should be paused.</param>
/// <param name="otherHandles">A list of coroutines to be waited for.</param>
/// <param name="warnOnIssue">Whether a warning should be logged if there is a problem.</param>
public static void WaitForOtherHandles(CoroutineHandle handle, IEnumerable<CoroutineHandle> otherHandles, bool warnOnIssue = true)
{
if (!IsRunning(handle))
return;
Timing inst = GetInstance(handle.Key);
var othersEnum = otherHandles.GetEnumerator();
while (othersEnum.MoveNext())
{
if (!IsRunning(othersEnum.Current))
continue;
if (handle == othersEnum.Current)
{
Assert.IsFalse(warnOnIssue, "A coroutine cannot wait for itself.");
continue;
}
if (handle.Key != othersEnum.Current.Key)
{
Assert.IsFalse(warnOnIssue, "A coroutine cannot wait for another coroutine on a different MEC instance.");
continue;
}
if (!inst._waitingTriggers.ContainsKey(othersEnum.Current))
{
inst.CoindexReplace(inst._handleToIndex[othersEnum.Current],
inst._StartWhenDone(othersEnum.Current, inst.CoindexPeek(inst._handleToIndex[othersEnum.Current])));
inst._waitingTriggers.Add(othersEnum.Current, new HashSet<CoroutineHandle>());
}
inst._waitingTriggers[othersEnum.Current].Add(handle);
if (!inst._allWaiting.Contains(handle))
inst._allWaiting.Add(handle);
inst.SetHeld(inst._handleToIndex[handle], true);
inst.SwapToLast(othersEnum.Current, handle);
}
}
private void SwapToLast(CoroutineHandle firstHandle, CoroutineHandle lastHandle)
{
if (firstHandle.Key != lastHandle.Key)
return;
ProcessIndex firstIndex = _handleToIndex[firstHandle];
ProcessIndex lastIndex = _handleToIndex[lastHandle];
if (firstIndex.seg != lastIndex.seg || firstIndex.i <= lastIndex.i)
return;
IEnumerator<float> tempCoptr = CoindexPeek(firstIndex);
CoindexReplace(firstIndex, CoindexPeek(lastIndex));
CoindexReplace(lastIndex, tempCoptr);
_indexToHandle[firstIndex] = lastHandle;
_indexToHandle[lastIndex] = firstHandle;
_handleToIndex[firstHandle] = lastIndex;
_handleToIndex[lastHandle] = firstIndex;
bool tmpB = SetPause(firstIndex, CoindexIsPaused(lastIndex));
SetPause(lastIndex, tmpB);
tmpB = SetHeld(firstIndex, CoindexIsHeld(lastIndex));
SetHeld(lastIndex, tmpB);
if (_waitingTriggers.ContainsKey(lastHandle))
{
var trigsEnum = _waitingTriggers[lastHandle].GetEnumerator();
while (trigsEnum.MoveNext())
SwapToLast(lastHandle, trigsEnum.Current);
}
if (_allWaiting.Contains(firstHandle))
{
var keyEnum = _waitingTriggers.GetEnumerator();
while (keyEnum.MoveNext())
{
var valueEnum = keyEnum.Current.Value.GetEnumerator();
while (valueEnum.MoveNext())
if (valueEnum.Current == firstHandle)
SwapToLast(keyEnum.Current.Key, firstHandle);
}
}
}
private IEnumerator<float> _StartWhenDone(CoroutineHandle handle, IEnumerator<float> proc)
{
if (!_waitingTriggers.ContainsKey(handle)) yield break;
try
{
if (proc.Current > localTime)
yield return proc.Current;
while (proc.MoveNext())
yield return proc.Current;
}
finally
{
CloseWaitingProcess(handle);
}
}
private void CloseWaitingProcess(CoroutineHandle handle)
{
if (!_waitingTriggers.ContainsKey(handle)) return;
var tasksEnum = _waitingTriggers[handle].GetEnumerator();
_waitingTriggers.Remove(handle);
while (tasksEnum.MoveNext())
{
if (_handleToIndex.ContainsKey(tasksEnum.Current) && !HandleIsInWaitingList(tasksEnum.Current))
{
SetHeld(_handleToIndex[tasksEnum.Current], false);
_allWaiting.Remove(tasksEnum.Current);
}
}
}
private bool HandleIsInWaitingList(CoroutineHandle handle)
{
var triggersEnum = _waitingTriggers.GetEnumerator();
while (triggersEnum.MoveNext())
if (triggersEnum.Current.Value.Contains(handle))
return true;
return false;
}
private static IEnumerator<float> ReturnTmpRefForRepFunc(IEnumerator<float> coptr, CoroutineHandle handle)
{
return _tmpRef as IEnumerator<float>;
}
#if !UNITY_2018_3_OR_NEWER
/// <summary>
/// Use the command "yield return Timing.WaitUntilDone(wwwObject);" to pause the current
/// coroutine until the wwwObject is done.
/// </summary>
/// <param name="wwwObject">The www object to pause for.</param>
public static float WaitUntilDone(WWW wwwObject)
{
if (wwwObject == null || wwwObject.isDone) return 0f;
_tmpRef = wwwObject;
ReplacementFunction = WaitUntilDoneWwwHelper;
return float.NaN;
}
private static IEnumerator<float> WaitUntilDoneWwwHelper(IEnumerator<float> coptr, CoroutineHandle handle)
{
return _StartWhenDone(_tmpRef as WWW, coptr);
}
private static IEnumerator<float> _StartWhenDone(WWW wwwObject, IEnumerator<float> pausedProc)
{
while (!wwwObject.isDone)
yield return WaitForOneFrame;
_tmpRef = pausedProc;
ReplacementFunction = ReturnTmpRefForRepFunc;
yield return float.NaN;
}
#endif
/// <summary>
/// Use the command "yield return Timing.WaitUntilDone(operation);" to pause the current
/// coroutine until the operation is done.
/// </summary>
/// <param name="operation">The operation variable returned.</param>
public static float WaitUntilDone(AsyncOperation operation)
{
if (operation == null || operation.isDone) return float.NaN;
CoroutineHandle handle = CurrentCoroutine;
Timing inst = GetInstance(CurrentCoroutine.Key);
if (inst == null) return float.NaN;
_tmpRef = _StartWhenDone(operation, inst.CoindexPeek(inst._handleToIndex[handle]));
ReplacementFunction = ReturnTmpRefForRepFunc;
return float.NaN;
}
private static IEnumerator<float> _StartWhenDone(AsyncOperation operation, IEnumerator<float> pausedProc)
{
while (!operation.isDone)
yield return WaitForOneFrame;
_tmpRef = pausedProc;
ReplacementFunction = ReturnTmpRefForRepFunc;
yield return float.NaN;
}
/// <summary>
/// Use the command "yield return Timing.WaitUntilDone(operation);" to pause the current
/// coroutine until the operation is done.
/// </summary>
/// <param name="operation">The operation variable returned.</param>
public static float WaitUntilDone(CustomYieldInstruction operation)
{
if (operation == null || !operation.keepWaiting) return float.NaN;
CoroutineHandle handle = CurrentCoroutine;
Timing inst = GetInstance(CurrentCoroutine.Key);
if (inst == null) return float.NaN;
_tmpRef = _StartWhenDone(operation, inst.CoindexPeek(inst._handleToIndex[handle]));
ReplacementFunction = ReturnTmpRefForRepFunc;
return float.NaN;
}
private static IEnumerator<float> _StartWhenDone(CustomYieldInstruction operation, IEnumerator<float> pausedProc)
{
while (operation.keepWaiting)
yield return WaitForOneFrame;
_tmpRef = pausedProc;
ReplacementFunction = ReturnTmpRefForRepFunc;
yield return float.NaN;
}
/// <summary>
/// Use the command "yield return Timing.WaitUntilTrue(evaluatorFunc);" to pause the current
/// coroutine until the evaluator function returns true.
/// </summary>
/// <param name="evaluatorFunc">The evaluator function.</param>
public static float WaitUntilTrue(System.Func<bool> evaluatorFunc)
{
if (evaluatorFunc == null || evaluatorFunc()) return float.NaN;
_tmpRef = evaluatorFunc;
ReplacementFunction = WaitUntilTrueHelper;
return float.NaN;
}
private static IEnumerator<float> WaitUntilTrueHelper(IEnumerator<float> coptr, CoroutineHandle handle)
{
return _StartWhenDone(_tmpRef as System.Func<bool>, false, coptr);
}
/// <summary>
/// Use the command "yield return Timing.WaitUntilFalse(evaluatorFunc);" to pause the current
/// coroutine until the evaluator function returns false.
/// </summary>
/// <param name="evaluatorFunc">The evaluator function.</param>
public static float WaitUntilFalse(System.Func<bool> evaluatorFunc)
{
if (evaluatorFunc == null || !evaluatorFunc()) return float.NaN;
_tmpRef = evaluatorFunc;
ReplacementFunction = WaitUntilFalseHelper;
return float.NaN;
}
private static IEnumerator<float> WaitUntilFalseHelper(IEnumerator<float> coptr, CoroutineHandle handle)
{
return _StartWhenDone(_tmpRef as System.Func<bool>, true, coptr);
}
private static IEnumerator<float> _StartWhenDone(System.Func<bool> evaluatorFunc, bool continueOn, IEnumerator<float> pausedProc)
{
while (evaluatorFunc() == continueOn)
yield return WaitForOneFrame;
_tmpRef = pausedProc;
ReplacementFunction = ReturnTmpRefForRepFunc;
yield return float.NaN;
}
private IEnumerator<float> _InjectDelay(IEnumerator<float> proc, float waitTime)
{
yield return WaitForSecondsOnInstance(waitTime);
_tmpRef = proc;
ReplacementFunction = ReturnTmpRefForRepFunc;
yield return float.NaN;
}
/// <summary>
/// Keeps this coroutine from executing until UnlockCoroutine is called with a matching key.
/// </summary>
/// <param name="coroutine">The handle to the coroutine to be locked.</param>
/// <param name="key">The key to use. A new key can be generated by calling "new CoroutineHandle(0)".</param>
/// <returns>Whether the lock was successful.</returns>
public bool LockCoroutine(CoroutineHandle coroutine, CoroutineHandle key)
{
if (coroutine.Key != _instanceID || key == new CoroutineHandle() || key.Key != 0)
return false;
if (!_waitingTriggers.ContainsKey(key))
_waitingTriggers.Add(key, new HashSet<CoroutineHandle> { coroutine });
else
_waitingTriggers[key].Add(coroutine);
_allWaiting.Add(coroutine);
SetHeld(_handleToIndex[coroutine], true);
return true;
}
/// <summary>
/// Unlocks a coroutine that has been locked, so long as the key matches.
/// </summary>
/// <param name="coroutine">The handle to the coroutine to be unlocked.</param>
/// <param name="key">The key that the coroutine was previously locked with.</param>
/// <returns>Whether the coroutine was successfully unlocked.</returns>
public bool UnlockCoroutine(CoroutineHandle coroutine, CoroutineHandle key)
{
if (coroutine.Key != _instanceID || key == new CoroutineHandle() ||
!_handleToIndex.ContainsKey(coroutine) || !_waitingTriggers.ContainsKey(key))
return false;
if (_waitingTriggers[key].Count == 1)
_waitingTriggers.Remove(key);
else
_waitingTriggers[key].Remove(coroutine);
if (!HandleIsInWaitingList(coroutine))
{
SetHeld(_handleToIndex[coroutine], false);
_allWaiting.Remove(coroutine);
}
return true;
}
/// <summary>
/// This will create a one way link between two handles. If the master coroutine ends for any reason or is paused or resumed
/// that will also happen to the slave coroutine. If a two way link is desired then just call this funciton twice with
/// parameters reversed.
/// </summary>
/// <param name="master">The coroutine that generates the link events</param>
/// <param name="slave">The coroutine that recieves the link events</param>
/// <returns>The number of coroutines that were linked.</returns>
public static int LinkCoroutines(CoroutineHandle master, CoroutineHandle slave)
{
if (!IsRunning(slave) || !master.IsValid)
{
return 0;
}
else if (!IsRunning(master))
{
KillCoroutines(slave);
return 1;
}
if (Links.ContainsKey(master))
{
if (!Links[master].Contains(slave))
{
Links[master].Add(slave);
return 1;
}
else
{
return 0;
}
}
else
{
Links.Add(master, new HashSet<CoroutineHandle> { slave });
return 1;
}
}
/// <summary>
/// This will remove the link between two coroutine handles if one exists.
/// </summary>
/// <param name="master">The coroutine that generates the link events</param>
/// <param name="slave">The coroutine that recieves the link events</param>
/// <param name="twoWay">if true this will also remove any links that exist from the slave to the master</param>
/// <returns>The number of coroutines that were unlinked.</returns>
public static int UnlinkCoroutines(CoroutineHandle master, CoroutineHandle slave, bool twoWay = false)
{
int count = 0;
if (Links.ContainsKey(master) && Links[master].Contains(slave))
{
if (Links[master].Count <= 1)
Links.Remove(master);
else
Links[master].Remove(slave);
count++;
}
if (twoWay && Links.ContainsKey(slave) && Links[slave].Contains(master))
{
if (Links[slave].Count <= 1)
Links.Remove(slave);
else
Links[slave].Remove(master);
count++;
}
return count;
}
[System.Obsolete("Use Timing.CurrentCoroutine instead.", false)]
public static float GetMyHandle(System.Action<CoroutineHandle> reciever)
{
_tmpRef = reciever;
ReplacementFunction = GetHandleHelper;
return float.NaN;
}
private static IEnumerator<float> GetHandleHelper(IEnumerator<float> input, CoroutineHandle handle)
{
System.Action<CoroutineHandle> reciever = _tmpRef as System.Action<CoroutineHandle>;
if (reciever != null)
reciever(handle);
return input;
}
/// <summary>
/// Use the command "yield return Timing.SwitchCoroutine(segment);" to switch this coroutine to
/// the given segment on the default instance.
/// </summary>
/// <param name="newSegment">The new segment to run in.</param>
public static float SwitchCoroutine(Segment newSegment)
{
_tmpSegment = newSegment;
ReplacementFunction = SwitchCoroutineRepS;
return float.NaN;
}
private static IEnumerator<float> SwitchCoroutineRepS(IEnumerator<float> coptr, CoroutineHandle handle)
{
Timing instance = GetInstance(handle.Key);
instance.RunCoroutineInternal(coptr, _tmpSegment, 0, false, null, handle, false);
return null;
}
/// <summary>
/// Use the command "yield return Timing.SwitchCoroutine(segment, tag);" to switch this coroutine to
/// the given values.
/// </summary>
/// <param name="newSegment">The new segment to run in.</param>
/// <param name="newTag">The new tag to apply, or null to remove this coroutine's tag.</param>
public static float SwitchCoroutine(Segment newSegment, string newTag)
{
_tmpSegment = newSegment;
_tmpRef = newTag;
ReplacementFunction = SwitchCoroutineRepST;
return float.NaN;
}
private static IEnumerator<float> SwitchCoroutineRepST(IEnumerator<float> coptr, CoroutineHandle handle)
{
Timing instance = GetInstance(handle.Key);
instance.RemoveTagOnInstance(handle);
if ((_tmpRef as string) != null)
instance.AddTagOnInstance((string)_tmpRef, handle);
instance.RunCoroutineInternal(coptr, _tmpSegment, 0, false, null, handle, false);
return null;
}
/// <summary>
/// Use the command "yield return Timing.SwitchCoroutine(segment, layer);" to switch this coroutine to
/// the given values.
/// </summary>
/// <param name="newSegment">The new segment to run in.</param>
/// <param name="newLayer">The new layer to apply.</param>
public static float SwitchCoroutine(Segment newSegment, int newLayer)
{
_tmpSegment = newSegment;
_tmpInt = newLayer;
ReplacementFunction = SwitchCoroutineRepSL;
return float.NaN;
}
private static IEnumerator<float> SwitchCoroutineRepSL(IEnumerator<float> coptr, CoroutineHandle handle)
{
Timing instance = GetInstance(handle.Key);
RemoveLayer(handle);
instance.AddLayerOnInstance(_tmpInt, handle);
instance.RunCoroutineInternal(coptr, _tmpSegment, _tmpInt, false, null, handle, false);
return null;
}
/// <summary>
/// Use the command "yield return Timing.SwitchCoroutine(segment, layer, tag);" to switch this coroutine to
/// the given values.
/// </summary>
/// <param name="newSegment">The new segment to run in.</param>
/// <param name="newLayer">The new layer to apply.</param>
/// <param name="newTag">The new tag to apply, or null to remove this coroutine's tag.</param>
public static float SwitchCoroutine(Segment newSegment, int newLayer, string newTag)
{
_tmpSegment = newSegment;
_tmpInt = newLayer;
_tmpRef = newTag;
ReplacementFunction = SwitchCoroutineRepSLT;
return float.NaN;
}
private static IEnumerator<float> SwitchCoroutineRepSLT(IEnumerator<float> coptr, CoroutineHandle handle)
{
Timing instance = GetInstance(handle.Key);
instance.RemoveTagOnInstance(handle);
if ((_tmpRef as string) != null)
instance.AddTagOnInstance((string)_tmpRef, handle);
RemoveLayer(handle);
instance.AddLayerOnInstance(_tmpInt, handle);
instance.RunCoroutineInternal(coptr, _tmpSegment, _tmpInt, false, null, handle, false);
return null;
}
/// <summary>
/// Use the command "yield return Timing.SwitchCoroutine(tag);" to switch this coroutine to
/// the given tag.
/// </summary>
/// <param name="newTag">The new tag to apply, or null to remove this coroutine's tag.</param>
public static float SwitchCoroutine(string newTag)
{
_tmpRef = newTag;
ReplacementFunction = SwitchCoroutineRepT;
return float.NaN;
}
private static IEnumerator<float> SwitchCoroutineRepT(IEnumerator<float> coptr, CoroutineHandle handle)
{
Timing instance = GetInstance(handle.Key);
instance.RemoveTagOnInstance(handle);
if ((_tmpRef as string) != null)
instance.AddTagOnInstance((string)_tmpRef, handle);
return coptr;
}
/// <summary>
/// Use the command "yield return Timing.SwitchCoroutine(layer);" to switch this coroutine to
/// the given layer.
/// </summary>
/// <param name="newLayer">The new layer to apply.</param>
public static float SwitchCoroutine(int newLayer)
{
_tmpInt = newLayer;
ReplacementFunction = SwitchCoroutineRepL;
return float.NaN;
}
private static IEnumerator<float> SwitchCoroutineRepL(IEnumerator<float> coptr, CoroutineHandle handle)
{
RemoveLayer(handle);
GetInstance(handle.Key).AddLayerOnInstance(_tmpInt, handle);
return coptr;
}
/// <summary>
/// Use the command "yield return Timing.SwitchCoroutine(layer, tag);" to switch this coroutine to
/// the given tag.
/// </summary>
/// <param name="newLayer">The new layer to apply.</param>
/// <param name="newTag">The new tag to apply, or null to remove this coroutine's tag.</param>
public static float SwitchCoroutine(int newLayer, string newTag)
{
_tmpInt = newLayer;
_tmpRef = newTag;
ReplacementFunction = SwitchCoroutineRepLT;
return float.NaN;
}
private static IEnumerator<float> SwitchCoroutineRepLT(IEnumerator<float> coptr, CoroutineHandle handle)
{
Timing instance = GetInstance(handle.Key);
instance.RemoveLayerOnInstance(handle);
instance.AddLayerOnInstance(_tmpInt, handle);
instance.RemoveTagOnInstance(handle);
if ((_tmpRef as string) != null)
instance.AddTagOnInstance((string)_tmpRef, handle);
return coptr;
}
/// <summary>
/// Calls the specified action after a specified number of seconds.
/// </summary>
/// <param name="delay">The number of seconds to wait before calling the action.</param>
/// <param name="action">The action to call.</param>
/// <returns>The handle to the coroutine that is started by this function.</returns>
public static CoroutineHandle CallDelayed(float delay, System.Action action)
{
return action == null ? new CoroutineHandle() : RunCoroutine(Instance._DelayedCall(delay, action, null));
}
/// <summary>
/// Calls the specified action after a specified number of seconds.
/// </summary>
/// <param name="delay">The number of seconds to wait before calling the action.</param>
/// <param name="action">The action to call.</param>
/// <returns>The handle to the coroutine that is started by this function.</returns>
public CoroutineHandle CallDelayedOnInstance(float delay, System.Action action)
{
return action == null ? new CoroutineHandle() : RunCoroutineOnInstance(_DelayedCall(delay, action, null));
}
/// <summary>
/// Calls the specified action after a specified number of seconds.
/// </summary>
/// <param name="delay">The number of seconds to wait before calling the action.</param>
/// <param name="action">The action to call.</param>
/// <param name="gameObject">A GameObject that will be tagged onto the coroutine and checked to make sure it hasn't been destroyed
/// before calling the action.</param>
/// <returns>The handle to the coroutine that is started by this function.</returns>
public static CoroutineHandle CallDelayed(float delay, System.Action action, GameObject gameObject)
{
return action == null ? new CoroutineHandle() : RunCoroutine(Instance._DelayedCall(delay, action, gameObject), gameObject);
}
/// <summary>
/// Calls the specified action after a specified number of seconds.
/// </summary>
/// <param name="delay">The number of seconds to wait before calling the action.</param>
/// <param name="action">The action to call.</param>
/// <param name="gameObject">A GameObject that will be tagged onto the coroutine and checked to make sure it hasn't been destroyed
/// before calling the action.</param>
/// <returns>The handle to the coroutine that is started by this function.</returns>
public CoroutineHandle CallDelayedOnInstance(float delay, System.Action action, GameObject gameObject)
{
return action == null ? new CoroutineHandle() : RunCoroutineOnInstance(_DelayedCall(delay, action, gameObject), gameObject);
}
private IEnumerator<float> _DelayedCall(float delay, System.Action action, GameObject cancelWith)
{
yield return WaitForSecondsOnInstance(delay);
if (ReferenceEquals(cancelWith, null) || cancelWith != null)
action();
}
/// <summary>
/// Calls the specified action after a specified number of seconds.
/// </summary>
/// <param name="delay">The number of seconds to wait before calling the action.</param>
/// <param name="action">The action to call.</param>
/// <param name="segment">The timing segment that the call should be made in.</param>
/// <returns>The handle to the coroutine that is started by this function.</returns>
public static CoroutineHandle CallDelayed(float delay, Segment segment, System.Action action)
{
return action == null ? new CoroutineHandle() : RunCoroutine(Instance._DelayedCall(delay, action, null), segment);
}
/// <summary>
/// Calls the specified action after a specified number of seconds.
/// </summary>
/// <param name="delay">The number of seconds to wait before calling the action.</param>
/// <param name="action">The action to call.</param>
/// <param name="segment">The timing segment that the call should be made in.</param>
/// <returns>The handle to the coroutine that is started by this function.</returns>
public CoroutineHandle CallDelayedOnInstance(float delay, Segment segment, System.Action action)
{
return action == null ? new CoroutineHandle() : RunCoroutineOnInstance(_DelayedCall(delay, action, null), segment);
}
/// <summary>
/// Calls the specified action after a specified number of seconds.
/// </summary>
/// <param name="delay">The number of seconds to wait before calling the action.</param>
/// <param name="action">The action to call.</param>
/// <param name="gameObject">A GameObject that will be tagged onto the coroutine and checked to make sure it hasn't been destroyed
/// before calling the action.</param>
/// <param name="segment">The timing segment that the call should be made in.</param>
/// <returns>The handle to the coroutine that is started by this function.</returns>
public static CoroutineHandle CallDelayed(float delay, Segment segment, System.Action action, GameObject gameObject)
{
return action == null ? new CoroutineHandle() : RunCoroutine(Instance._DelayedCall(delay, action, gameObject), segment, gameObject);
}
/// <summary>
/// Calls the specified action after a specified number of seconds.
/// </summary>
/// <param name="delay">The number of seconds to wait before calling the action.</param>
/// <param name="action">The action to call.</param>
/// <param name="gameObject">A GameObject that will be tagged onto the coroutine and checked to make sure it hasn't been destroyed
/// before calling the action.</param>
/// <param name="segment">The timing segment that the call should be made in.</param>
/// <returns>The handle to the coroutine that is started by this function.</returns>
public CoroutineHandle CallDelayedOnInstance(float delay, Segment segment, System.Action action, GameObject gameObject)
{
return action == null ? new CoroutineHandle() : RunCoroutineOnInstance(_DelayedCall(delay, action, gameObject), segment, gameObject);
}
/// <summary>
/// Calls the supplied action at the given rate for a given number of seconds.
/// </summary>
/// <param name="timeframe">The number of seconds that this function should run. Use float.PositiveInfinity to run indefinitely.</param>
/// <param name="period">The amount of time between calls.</param>
/// <param name="action">The action to call every frame.</param>
/// <param name="onDone">An optional action to call when this function finishes.</param>
/// <returns>The handle to the coroutine that is started by this function.</returns>
public static CoroutineHandle CallPeriodically(float timeframe, float period, System.Action action, System.Action onDone = null)
{
CoroutineHandle handle = action == null ? new CoroutineHandle() : RunCoroutine(Instance._CallContinuously(period, action, null));
if (!float.IsPositiveInfinity(timeframe))
RunCoroutine(Instance._WatchCall(timeframe, handle, null, onDone));
return handle;
}
/// <summary>
/// Calls the supplied action at the given rate for a given number of seconds.
/// </summary>
/// <param name="timeframe">The number of seconds that this function should run. Use float.PositiveInfinity to run indefinitely.</param>
/// <param name="period">The amount of time between calls.</param>
/// <param name="action">The action to call every frame.</param>
/// <param name="onDone">An optional action to call when this function finishes.</param>
/// <returns>The handle to the coroutine that is started by this function.</returns>
public CoroutineHandle CallPeriodicallyOnInstance(float timeframe, float period, System.Action action, System.Action onDone = null)
{
CoroutineHandle handle = action == null ? new CoroutineHandle() : RunCoroutineOnInstance(_CallContinuously(period, action, null));
if (!float.IsPositiveInfinity(timeframe))
RunCoroutineOnInstance(_WatchCall(timeframe, handle, null, onDone));
return handle;
}
/// <summary>
/// Calls the supplied action at the given rate for a given number of seconds.
/// </summary>
/// <param name="timeframe">The number of seconds that this function should run. Use float.PositiveInfinity to run indefinitely.</param>
/// <param name="period">The amount of time between calls.</param>
/// <param name="action">The action to call every frame.</param>
/// <param name="gameObject">A GameObject that will be tagged onto the coroutine and checked to make sure it hasn't been destroyed or disabled
/// before calling the action.</param>
/// <param name="onDone">An optional action to call when this function finishes.</param>
/// <returns>The handle to the coroutine that is started by this function.</returns>
public static CoroutineHandle CallPeriodically(float timeframe, float period, System.Action action,
GameObject gameObject, System.Action onDone = null)
{
CoroutineHandle handle = action == null ? new CoroutineHandle()
: RunCoroutine(Instance._CallContinuously(period, action, gameObject), gameObject);
if (!float.IsPositiveInfinity(timeframe))
LinkCoroutines(handle, RunCoroutine(Instance._WatchCall(timeframe, handle, gameObject, onDone), gameObject));
return handle;
}
/// <summary>
/// Calls the supplied action at the given rate for a given number of seconds.
/// </summary>
/// <param name="timeframe">The number of seconds that this function should run. Use float.PositiveInfinity to run indefinitely.</param>
/// <param name="period">The amount of time between calls.</param>
/// <param name="action">The action to call every frame.</param>
/// <param name="gameObject">A GameObject that will be tagged onto the coroutine and checked to make sure it hasn't been destroyed or disabled
/// before calling the action.</param>
/// <param name="onDone">An optional action to call when this function finishes.</param>
/// <returns>The handle to the coroutine that is started by this function.</returns>
public CoroutineHandle CallPeriodicallyOnInstance(float timeframe, float period, System.Action action,
GameObject gameObject, System.Action onDone = null)
{
CoroutineHandle handle = action == null ? new CoroutineHandle()
: RunCoroutineOnInstance(_CallContinuously(period, action, gameObject), gameObject);
if (!float.IsPositiveInfinity(timeframe))
LinkCoroutines(handle, RunCoroutineOnInstance(_WatchCall(timeframe, handle, gameObject, onDone), gameObject));
return handle;
}
/// <summary>
/// Calls the supplied action at the given rate for a given number of seconds.
/// </summary>
/// <param name="timeframe">The number of seconds that this function should run. Use float.PositiveInfinity to run indefinitely.</param>
/// <param name="period">The amount of time between calls.</param>
/// <param name="action">The action to call every frame.</param>
/// <param name="timing">The timing segment to run in.</param>
/// <param name="onDone">An optional action to call when this function finishes.</param>
/// <returns>The handle to the coroutine that is started by this function.</returns>
public static CoroutineHandle CallPeriodically(float timeframe, float period, System.Action action, Segment timing, System.Action onDone = null)
{
CoroutineHandle handle = action == null ? new CoroutineHandle()
: RunCoroutine(Instance._CallContinuously(period, action, null), timing);
if (!float.IsPositiveInfinity(timeframe))
RunCoroutine(Instance._WatchCall(timeframe, handle, null, onDone), timing);
return handle;
}
/// <summary>
/// Calls the supplied action at the given rate for a given number of seconds.
/// </summary>
/// <param name="timeframe">The number of seconds that this function should run. Use float.PositiveInfinity to run indefinitely.</param>
/// <param name="period">The amount of time between calls.</param>
/// <param name="action">The action to call every frame.</param>
/// <param name="timing">The timing segment to run in.</param>
/// <param name="onDone">An optional action to call when this function finishes.</param>
/// <returns>The handle to the coroutine that is started by this function.</returns>
public CoroutineHandle CallPeriodicallyOnInstance(float timeframe, float period, System.Action action, Segment timing, System.Action onDone = null)
{
CoroutineHandle handle = action == null ? new CoroutineHandle()
: RunCoroutineOnInstance(_CallContinuously(period, action, null), timing);
if (!float.IsPositiveInfinity(timeframe))
LinkCoroutines(handle, RunCoroutineOnInstance(_WatchCall(timeframe, handle, null, onDone), timing));
return handle;
}
/// <summary>
/// Calls the supplied action at the given rate for a given number of seconds.
/// </summary>
/// <param name="timeframe">The number of seconds that this function should run. Use float.PositiveInfinity to run indefinitely.</param>
/// <param name="period">The amount of time between calls.</param>
/// <param name="action">The action to call every frame.</param>
/// <param name="timing">The timing segment to run in.</param>
/// <param name="gameObject">A GameObject that will be tagged onto the coroutine and checked to make sure it hasn't been destroyed or disabled
/// before calling the action.</param>
/// <param name="onDone">An optional action to call when this function finishes.</param>
/// <returns>The handle to the coroutine that is started by this function.</returns>
public static CoroutineHandle CallPeriodically(float timeframe, float period, System.Action action, Segment timing,
GameObject gameObject, System.Action onDone = null)
{
CoroutineHandle handle = action == null ? new CoroutineHandle()
: RunCoroutine(Instance._CallContinuously(period, action, gameObject), timing, gameObject);
if (!float.IsPositiveInfinity(timeframe))
LinkCoroutines(handle, RunCoroutine(Instance._WatchCall(timeframe, handle, gameObject, onDone), timing, gameObject));
return handle;
}
/// <summary>
/// Calls the supplied action at the given rate for a given number of seconds.
/// </summary>
/// <param name="timeframe">The number of seconds that this function should run. Use float.PositiveInfinity to run indefinitely.</param>
/// <param name="period">The amount of time between calls.</param>
/// <param name="action">The action to call every frame.</param>
/// <param name="timing">The timing segment to run in.</param>
/// <param name="gameObject">A GameObject that will be tagged onto the coroutine and checked to make sure it hasn't been destroyed or disabled
/// before calling the action.</param>
/// <param name="onDone">An optional action to call when this function finishes.</param>
/// <returns>The handle to the coroutine that is started by this function.</returns>
public CoroutineHandle CallPeriodicallyOnInstance(float timeframe, float period, System.Action action, Segment timing,
GameObject gameObject, System.Action onDone = null)
{
CoroutineHandle handle = action == null ? new CoroutineHandle()
: RunCoroutineOnInstance(_CallContinuously(period, action, gameObject), timing, gameObject);
if (!float.IsPositiveInfinity(timeframe))
LinkCoroutines(handle, RunCoroutineOnInstance(_WatchCall(timeframe, handle, gameObject, onDone), timing, gameObject));
return handle;
}
/// <summary>
/// Calls the supplied action at the given rate for a given number of seconds.
/// </summary>
/// <param name="timeframe">The number of seconds that this function should run. Use float.PositiveInfinity to run indefinitely.</param>
/// <param name="action">The action to call every frame.</param>
/// <param name="onDone">An optional action to call when this function finishes.</param>
/// <returns>The handle to the coroutine that is started by this function.</returns>
public static CoroutineHandle CallContinuously(float timeframe, System.Action action, System.Action onDone = null)
{
CoroutineHandle handle = action == null ? new CoroutineHandle() : RunCoroutine(Instance._CallContinuously(0f, action, null));
if (!float.IsPositiveInfinity(timeframe))
LinkCoroutines(handle, RunCoroutine(Instance._WatchCall(timeframe, handle, null, onDone)));
return handle;
}
/// <summary>
/// Calls the supplied action at the given rate for a given number of seconds.
/// </summary>
/// <param name="timeframe">The number of seconds that this function should run. Use float.PositiveInfinity to run indefinitely.</param>
/// <param name="action">The action to call every frame.</param>
/// <param name="onDone">An optional action to call when this function finishes.</param>
/// <returns>The handle to the coroutine that is started by this function.</returns>
public CoroutineHandle CallContinuouslyOnInstance(float timeframe, System.Action action, System.Action onDone = null)
{
CoroutineHandle handle = action == null ? new CoroutineHandle() : RunCoroutineOnInstance(_CallContinuously(0f, action, null));
if (!float.IsPositiveInfinity(timeframe))
LinkCoroutines(handle, RunCoroutineOnInstance(_WatchCall(timeframe, handle, null, onDone)));
return handle;
}
/// <summary>
/// Calls the supplied action at the given rate for a given number of seconds.
/// </summary>
/// <param name="timeframe">The number of seconds that this function should run. Use float.PositiveInfinity to run indefinitely.</param>
/// <param name="action">The action to call every frame.</param>
/// <param name="gameObject">A GameObject that will be tagged onto the coroutine and checked to make sure it hasn't been destroyed or disabled
/// before calling the action.</param>
/// <param name="onDone">An optional action to call when this function finishes.</param>
/// <returns>The handle to the coroutine that is started by this function.</returns>
public static CoroutineHandle CallContinuously(float timeframe, System.Action action, GameObject gameObject, System.Action onDone = null)
{
CoroutineHandle handle = action == null ? new CoroutineHandle() : RunCoroutine(Instance._CallContinuously(0f, action, gameObject), gameObject);
if (!float.IsPositiveInfinity(timeframe))
LinkCoroutines(handle, RunCoroutine(Instance._WatchCall(timeframe, handle, gameObject, onDone), gameObject));
return handle;
}
/// <summary>
/// Calls the supplied action at the given rate for a given number of seconds.
/// </summary>
/// <param name="timeframe">The number of seconds that this function should run. Use float.PositiveInfinity to run indefinitely.</param>
/// <param name="action">The action to call every frame.</param>
/// <param name="gameObject">A GameObject that will be tagged onto the coroutine and checked to make sure it hasn't been destroyed or disabled
/// before calling the action.</param>
/// <param name="onDone">An optional action to call when this function finishes.</param>
/// <returns>The handle to the coroutine that is started by this function.</returns>
public CoroutineHandle CallContinuouslyOnInstance(float timeframe, System.Action action, GameObject gameObject, System.Action onDone = null)
{
CoroutineHandle handle = action == null ? new CoroutineHandle() : RunCoroutineOnInstance(_CallContinuously(0f, action, gameObject), gameObject);
if (!float.IsPositiveInfinity(timeframe))
LinkCoroutines(handle, RunCoroutineOnInstance(_WatchCall(timeframe, handle, gameObject, onDone), gameObject));
return handle;
}
/// <summary>
/// Calls the supplied action every frame for a given number of seconds.
/// </summary>
/// <param name="timeframe">The number of seconds that this function should run. Use float.PositiveInfinity to run indefinitely.</param>
/// <param name="action">The action to call every frame.</param>
/// <param name="timing">The timing segment to run in.</param>
/// <param name="onDone">An optional action to call when this function finishes.</param>
/// <returns>The handle to the coroutine that is started by this function.</returns>
public static CoroutineHandle CallContinuously(float timeframe, System.Action action, Segment timing, System.Action onDone = null)
{
CoroutineHandle handle = action == null ? new CoroutineHandle() : RunCoroutine(Instance._CallContinuously(0f, action, null), timing);
if (!float.IsPositiveInfinity(timeframe))
LinkCoroutines(handle, RunCoroutine(Instance._WatchCall(timeframe, handle, null, onDone), timing));
return handle;
}
/// <summary>
/// Calls the supplied action every frame for a given number of seconds.
/// </summary>
/// <param name="timeframe">The number of seconds that this function should run. Use float.PositiveInfinity to run indefinitely.</param>
/// <param name="action">The action to call every frame.</param>
/// <param name="timing">The timing segment to run in.</param>
/// <param name="onDone">An optional action to call when this function finishes.</param>
/// <returns>The handle to the coroutine that is started by this function.</returns>
public CoroutineHandle CallContinuouslyOnInstance(float timeframe, System.Action action, Segment timing, System.Action onDone = null)
{
CoroutineHandle handle = action == null ? new CoroutineHandle() : RunCoroutineOnInstance(_CallContinuously(0f, action, null), timing);
if (!float.IsPositiveInfinity(timeframe))
LinkCoroutines(handle, RunCoroutineOnInstance(_WatchCall(timeframe, handle, null, onDone), timing));
return handle;
}
/// <summary>
/// Calls the supplied action every frame for a given number of seconds.
/// </summary>
/// <param name="timeframe">The number of seconds that this function should run. Use float.PositiveInfinity to run indefinitely.</param>
/// <param name="action">The action to call every frame.</param>
/// <param name="timing">The timing segment to run in.</param>
/// <param name="gameObject">A GameObject that will be tagged onto the coroutine and checked to make sure it hasn't been destroyed or disabled
/// before calling the action.</param>
/// <param name="onDone">An optional action to call when this function finishes.</param>
/// <returns>The handle to the coroutine that is started by this function.</returns>
public static CoroutineHandle CallContinuously(float timeframe, System.Action action, Segment timing,
GameObject gameObject, System.Action onDone = null)
{
CoroutineHandle handle = action == null ? new CoroutineHandle()
: RunCoroutine(Instance._CallContinuously(0f, action, gameObject), timing, gameObject);
if (!float.IsPositiveInfinity(timeframe))
LinkCoroutines(handle, RunCoroutine(Instance._WatchCall(timeframe, handle, gameObject, onDone), timing, gameObject));
return handle;
}
/// <summary>
/// Calls the supplied action every frame for a given number of seconds.
/// </summary>
/// <param name="timeframe">The number of seconds that this function should run. Use float.PositiveInfinity to run indefinitely.</param>
/// <param name="action">The action to call every frame.</param>
/// <param name="timing">The timing segment to run in.</param>
/// <param name="gameObject">A GameObject that will be tagged onto the coroutine and checked to make sure it hasn't been destroyed or disabled
/// before calling the action.</param>
/// <param name="onDone">An optional action to call when this function finishes.</param>
/// <returns>The handle to the coroutine that is started by this function.</returns>
public CoroutineHandle CallContinuouslyOnInstance(float timeframe, System.Action action, Segment timing,
GameObject gameObject, System.Action onDone = null)
{
CoroutineHandle handle = action == null ? new CoroutineHandle()
: RunCoroutineOnInstance(_CallContinuously(0f, action, gameObject), timing, gameObject);
if (!float.IsPositiveInfinity(timeframe))
LinkCoroutines(handle, RunCoroutineOnInstance(_WatchCall(timeframe, handle, gameObject, onDone), timing, gameObject));
return handle;
}
private IEnumerator<float> _WatchCall(float timeframe, CoroutineHandle handle, GameObject gObject, System.Action onDone)
{
yield return WaitForSecondsOnInstance(timeframe);
KillCoroutinesOnInstance(handle);
if (onDone != null && (ReferenceEquals(gObject, null) || gObject != null))
onDone();
}
private IEnumerator<float> _CallContinuously(float period, System.Action action, GameObject gObject)
{
while (ReferenceEquals(gObject, null) || gObject != null)
{
yield return WaitForSecondsOnInstance(period);
if (ReferenceEquals(gObject, null) || (gObject != null && gObject.activeInHierarchy))
action();
}
}
/// <summary>
/// Calls the supplied action at the given rate for a given number of seconds.
/// </summary>
/// <param name="reference">A value that will be passed in to the supplied action each period.</param>
/// <param name="timeframe">The number of seconds that this function should run. Use float.PositiveInfinity to run indefinitely.</param>
/// <param name="period">The amount of time between calls.</param>
/// <param name="action">The action to call every frame.</param>
/// <param name="onDone">An optional action to call when this function finishes.</param>
/// <returns>The handle to the coroutine that is started by this function.</returns>
public static CoroutineHandle CallPeriodically<T>(T reference, float timeframe, float period,
System.Action<T> action, System.Action<T> onDone = null)
{
CoroutineHandle handle = action == null ? new CoroutineHandle() : RunCoroutine(Instance._CallContinuously(reference, period, action, null));
if (!float.IsPositiveInfinity(timeframe))
LinkCoroutines(handle, RunCoroutine(Instance._WatchCall(reference, timeframe, handle, null, onDone)));
return handle;
}
/// <summary>
/// Calls the supplied action at the given rate for a given number of seconds.
/// </summary>
/// <param name="reference">A value that will be passed in to the supplied action each period.</param>
/// <param name="timeframe">The number of seconds that this function should run. Use float.PositiveInfinity to run indefinitely.</param>
/// <param name="period">The amount of time between calls.</param>
/// <param name="action">The action to call every frame.</param>
/// <param name="onDone">An optional action to call when this function finishes.</param>
/// <returns>The handle to the coroutine that is started by this function.</returns>
public CoroutineHandle CallPeriodicallyOnInstance<T>(T reference, float timeframe, float period,
System.Action<T> action, System.Action<T> onDone = null)
{
CoroutineHandle handle = action == null ? new CoroutineHandle() : RunCoroutineOnInstance(_CallContinuously(reference, period, action, null));
if (!float.IsPositiveInfinity(timeframe))
LinkCoroutines(handle, RunCoroutineOnInstance(_WatchCall(reference, timeframe, handle, null, onDone)));
return handle;
}
/// <summary>
/// Calls the supplied action at the given rate for a given number of seconds.
/// </summary>
/// <param name="reference">A value that will be passed in to the supplied action each period.</param>
/// <param name="timeframe">The number of seconds that this function should run. Use float.PositiveInfinity to run indefinitely.</param>
/// <param name="period">The amount of time between calls.</param>
/// <param name="action">The action to call every frame.</param>
/// <param name="gameObject">A GameObject that will be tagged onto the coroutine and checked to make sure it hasn't been destroyed or disabled
/// before calling the action.</param>
/// <param name="onDone">An optional action to call when this function finishes.</param>
/// <returns>The handle to the coroutine that is started by this function.</returns>
public static CoroutineHandle CallPeriodically<T>(T reference, float timeframe, float period,
System.Action<T> action, GameObject gameObject, System.Action<T> onDone = null)
{
CoroutineHandle handle = action == null ? new CoroutineHandle()
: RunCoroutine(Instance._CallContinuously(reference, period, action, gameObject), gameObject);
if (!float.IsPositiveInfinity(timeframe))
LinkCoroutines(handle, RunCoroutine(Instance._WatchCall(reference, timeframe, handle, gameObject, onDone), gameObject));
return handle;
}
/// <summary>
/// Calls the supplied action at the given rate for a given number of seconds.
/// </summary>
/// <param name="reference">A value that will be passed in to the supplied action each period.</param>
/// <param name="timeframe">The number of seconds that this function should run. Use float.PositiveInfinity to run indefinitely.</param>
/// <param name="period">The amount of time between calls.</param>
/// <param name="action">The action to call every frame.</param>
/// <param name="gameObject">A GameObject that will be tagged onto the coroutine and checked to make sure it hasn't been destroyed or disabled
/// before calling the action.</param>
/// <param name="onDone">An optional action to call when this function finishes.</param>
/// <returns>The handle to the coroutine that is started by this function.</returns>
public CoroutineHandle CallPeriodicallyOnInstance<T>(T reference, float timeframe, float period,
System.Action<T> action, GameObject gameObject, System.Action<T> onDone = null)
{
CoroutineHandle handle = action == null ? new CoroutineHandle()
: RunCoroutineOnInstance(_CallContinuously(reference, period, action, gameObject), gameObject);
if (!float.IsPositiveInfinity(timeframe))
LinkCoroutines(handle, RunCoroutineOnInstance(_WatchCall(reference, timeframe, handle, gameObject, onDone), gameObject));
return handle;
}
/// <summary>
/// Calls the supplied action at the given rate for a given number of seconds.
/// </summary>
/// <param name="reference">A value that will be passed in to the supplied action each period.</param>
/// <param name="timeframe">The number of seconds that this function should run. Use float.PositiveInfinity to run indefinitely.</param>
/// <param name="period">The amount of time between calls.</param>
/// <param name="action">The action to call every frame.</param>
/// <param name="timing">The timing segment to run in.</param>
/// <param name="onDone">An optional action to call when this function finishes.</param>
/// <returns>The handle to the coroutine that is started by this function.</returns>
public static CoroutineHandle CallPeriodically<T>(T reference, float timeframe, float period, System.Action<T> action,
Segment timing, System.Action<T> onDone = null)
{
CoroutineHandle handle = action == null ? new CoroutineHandle()
: RunCoroutine(Instance._CallContinuously(reference, period, action, null), timing);
if (!float.IsPositiveInfinity(timeframe))
LinkCoroutines(handle, RunCoroutine(Instance._WatchCall(reference, timeframe, handle, null, onDone), timing));
return handle;
}
/// <summary>
/// Calls the supplied action at the given rate for a given number of seconds.
/// </summary>
/// <param name="reference">A value that will be passed in to the supplied action each period.</param>
/// <param name="timeframe">The number of seconds that this function should run. Use float.PositiveInfinity to run indefinitely.</param>
/// <param name="period">The amount of time between calls.</param>
/// <param name="action">The action to call every frame.</param>
/// <param name="timing">The timing segment to run in.</param>
/// <param name="onDone">An optional action to call when this function finishes.</param>
/// <returns>The handle to the coroutine that is started by this function.</returns>
public CoroutineHandle CallPeriodicallyOnInstance<T>(T reference, float timeframe, float period, System.Action<T> action,
Segment timing, System.Action<T> onDone = null)
{
CoroutineHandle handle = action == null ? new CoroutineHandle()
: RunCoroutineOnInstance(_CallContinuously(reference, period, action, null), timing);
if (!float.IsPositiveInfinity(timeframe))
LinkCoroutines(handle, RunCoroutineOnInstance(_WatchCall(reference, timeframe, handle, null, onDone), timing));
return handle;
}
/// <summary>
/// Calls the supplied action at the given rate for a given number of seconds.
/// </summary>
/// <param name="reference">A value that will be passed in to the supplied action each period.</param>
/// <param name="timeframe">The number of seconds that this function should run. Use float.PositiveInfinity to run indefinitely.</param>
/// <param name="period">The amount of time between calls.</param>
/// <param name="action">The action to call every frame.</param>
/// <param name="timing">The timing segment to run in.</param>
/// <param name="gameObject">A GameObject that will be tagged onto the coroutine and checked to make sure it hasn't been destroyed or disabled
/// before calling the action.</param>
/// <param name="onDone">An optional action to call when this function finishes.</param>
/// <returns>The handle to the coroutine that is started by this function.</returns>
public static CoroutineHandle CallPeriodically<T>(T reference, float timeframe, float period, System.Action<T> action,
Segment timing, GameObject gameObject, System.Action<T> onDone = null)
{
CoroutineHandle handle = action == null ? new CoroutineHandle()
: RunCoroutine(Instance._CallContinuously(reference, period, action, gameObject), timing, gameObject);
if (!float.IsPositiveInfinity(timeframe))
LinkCoroutines(handle, RunCoroutine(Instance._WatchCall(reference, timeframe, handle, gameObject, onDone), timing, gameObject));
return handle;
}
/// <summary>
/// Calls the supplied action at the given rate for a given number of seconds.
/// </summary>
/// <param name="reference">A value that will be passed in to the supplied action each period.</param>
/// <param name="timeframe">The number of seconds that this function should run. Use float.PositiveInfinity to run indefinitely.</param>
/// <param name="period">The amount of time between calls.</param>
/// <param name="action">The action to call every frame.</param>
/// <param name="timing">The timing segment to run in.</param>
/// <param name="gameObject">A GameObject that will be tagged onto the coroutine and checked to make sure it hasn't been destroyed or disabled
/// before calling the action.</param>
/// <param name="onDone">An optional action to call when this function finishes.</param>
/// <returns>The handle to the coroutine that is started by this function.</returns>
public CoroutineHandle CallPeriodicallyOnInstance<T>(T reference, float timeframe, float period, System.Action<T> action,
Segment timing, GameObject gameObject, System.Action<T> onDone = null)
{
CoroutineHandle handle = action == null ? new CoroutineHandle()
: RunCoroutineOnInstance(_CallContinuously(reference, period, action, gameObject), timing, gameObject);
if (!float.IsPositiveInfinity(timeframe))
LinkCoroutines(handle, RunCoroutineOnInstance(_WatchCall(reference, timeframe, handle, gameObject, onDone), timing, gameObject));
return handle;
}
/// <summary>
/// Calls the supplied action every frame for a given number of seconds.
/// </summary>
/// <param name="reference">A value that will be passed in to the supplied action each frame.</param>
/// <param name="timeframe">The number of seconds that this function should run. Use float.PositiveInfinity to run indefinitely.</param>
/// <param name="action">The action to call every frame.</param>
/// <param name="onDone">An optional action to call when this function finishes.</param>
/// <returns>The handle to the coroutine that is started by this function.</returns>
public static CoroutineHandle CallContinuously<T>(T reference, float timeframe, System.Action<T> action, System.Action<T> onDone = null)
{
CoroutineHandle handle = action == null ? new CoroutineHandle() : RunCoroutine(Instance._CallContinuously(reference, 0f, action, null));
if (!float.IsPositiveInfinity(timeframe))
LinkCoroutines(handle, RunCoroutine(Instance._WatchCall(reference, timeframe, handle, null, onDone)));
return handle;
}
/// <summary>
/// Calls the supplied action every frame for a given number of seconds.
/// </summary>
/// <param name="reference">A value that will be passed in to the supplied action each frame.</param>
/// <param name="timeframe">The number of seconds that this function should run. Use float.PositiveInfinity to run indefinitely.</param>
/// <param name="action">The action to call every frame.</param>
/// <param name="onDone">An optional action to call when this function finishes.</param>
/// <returns>The handle to the coroutine that is started by this function.</returns>
public CoroutineHandle CallContinuouslyOnInstance<T>(T reference, float timeframe, System.Action<T> action, System.Action<T> onDone = null)
{
CoroutineHandle handle = action == null ? new CoroutineHandle() : RunCoroutineOnInstance(_CallContinuously(reference, 0f, action, null));
if (!float.IsPositiveInfinity(timeframe))
LinkCoroutines(handle, RunCoroutineOnInstance(_WatchCall(reference, timeframe, handle, null, onDone)));
return handle;
}
/// <summary>
/// Calls the supplied action every frame for a given number of seconds.
/// </summary>
/// <param name="reference">A value that will be passed in to the supplied action each frame.</param>
/// <param name="timeframe">The number of seconds that this function should run. Use float.PositiveInfinity to run indefinitely.</param>
/// <param name="action">The action to call every frame.</param>
/// <param name="gameObject">A GameObject that will be tagged onto the coroutine and checked to make sure it hasn't been destroyed or disabled
/// before calling the action.</param>
/// <param name="onDone">An optional action to call when this function finishes.</param>
/// <returns>The handle to the coroutine that is started by this function.</returns>
public static CoroutineHandle CallContinuously<T>(T reference, float timeframe, System.Action<T> action,
GameObject gameObject, System.Action<T> onDone = null)
{
CoroutineHandle handle = action == null ? new CoroutineHandle()
: RunCoroutine(Instance._CallContinuously(reference, 0f, action, gameObject), gameObject);
if (!float.IsPositiveInfinity(timeframe))
LinkCoroutines(handle, RunCoroutine(Instance._WatchCall(reference, timeframe, handle, gameObject, onDone), gameObject));
return handle;
}
/// <summary>
/// Calls the supplied action every frame for a given number of seconds.
/// </summary>
/// <param name="reference">A value that will be passed in to the supplied action each frame.</param>
/// <param name="timeframe">The number of seconds that this function should run. Use float.PositiveInfinity to run indefinitely.</param>
/// <param name="action">The action to call every frame.</param>
/// <param name="gameObject">A GameObject that will be tagged onto the coroutine and checked to make sure it hasn't been destroyed or disabled
/// before calling the action.</param>
/// <param name="onDone">An optional action to call when this function finishes.</param>
/// <returns>The handle to the coroutine that is started by this function.</returns>
public CoroutineHandle CallContinuouslyOnInstance<T>(T reference, float timeframe, System.Action<T> action,
GameObject gameObject, System.Action<T> onDone = null)
{
CoroutineHandle handle = action == null ? new CoroutineHandle()
: RunCoroutineOnInstance(_CallContinuously(reference, 0f, action, gameObject), gameObject);
if (!float.IsPositiveInfinity(timeframe))
LinkCoroutines(handle, RunCoroutineOnInstance(_WatchCall(reference, timeframe, handle, gameObject, onDone), gameObject));
return handle;
}
/// <summary>
/// Calls the supplied action every frame for a given number of seconds.
/// </summary>
/// <param name="reference">A value that will be passed in to the supplied action each frame.</param>
/// <param name="timeframe">The number of seconds that this function should run. Use float.PositiveInfinity to run indefinitely.</param>
/// <param name="action">The action to call every frame.</param>
/// <param name="timing">The timing segment to run in.</param>
/// <param name="onDone">An optional action to call when this function finishes.</param>
/// <returns>The handle to the coroutine that is started by this function.</returns>
public static CoroutineHandle CallContinuously<T>(T reference, float timeframe, System.Action<T> action,
Segment timing, System.Action<T> onDone = null)
{
CoroutineHandle handle = action == null ? new CoroutineHandle()
: RunCoroutine(Instance._CallContinuously(reference, 0f, action, null), timing);
if (!float.IsPositiveInfinity(timeframe))
LinkCoroutines(handle, RunCoroutine(Instance._WatchCall(reference, timeframe, handle, null, onDone), timing));
return handle;
}
/// <summary>
/// Calls the supplied action every frame for a given number of seconds.
/// </summary>
/// <param name="reference">A value that will be passed in to the supplied action each frame.</param>
/// <param name="timeframe">The number of seconds that this function should run. Use float.PositiveInfinity to run indefinitely.</param>
/// <param name="action">The action to call every frame.</param>
/// <param name="timing">The timing segment to run in.</param>
/// <param name="onDone">An optional action to call when this function finishes.</param>
/// <returns>The handle to the coroutine that is started by this function.</returns>
public CoroutineHandle CallContinuouslyOnInstance<T>(T reference, float timeframe, System.Action<T> action,
Segment timing, System.Action<T> onDone = null)
{
CoroutineHandle handle = action == null ? new CoroutineHandle()
: RunCoroutineOnInstance(_CallContinuously(reference, 0f, action, null), timing);
if (!float.IsPositiveInfinity(timeframe))
LinkCoroutines(handle, RunCoroutineOnInstance(_WatchCall(reference, timeframe, handle, null, onDone), timing));
return handle;
}
/// <summary>
/// Calls the supplied action every frame for a given number of seconds.
/// </summary>
/// <param name="reference">A value that will be passed in to the supplied action each frame.</param>
/// <param name="timeframe">The number of seconds that this function should run. Use float.PositiveInfinity to run indefinitely.</param>
/// <param name="action">The action to call every frame.</param>
/// <param name="timing">The timing segment to run in.</param>
/// <param name="gameObject">A GameObject that will be tagged onto the coroutine and checked to make sure it hasn't been destroyed or disabled
/// before calling the action.</param>
/// <param name="onDone">An optional action to call when this function finishes.</param>
/// <returns>The handle to the coroutine that is started by this function.</returns>
public static CoroutineHandle CallContinuously<T>(T reference, float timeframe, System.Action<T> action,
Segment timing, GameObject gameObject, System.Action<T> onDone = null)
{
CoroutineHandle handle = action == null ? new CoroutineHandle()
: RunCoroutine(Instance._CallContinuously(reference, 0f, action, gameObject), timing, gameObject);
if (!float.IsPositiveInfinity(timeframe))
LinkCoroutines(handle, RunCoroutine(Instance._WatchCall(reference, timeframe, handle, gameObject, onDone), timing, gameObject));
return handle;
}
/// <summary>
/// Calls the supplied action every frame for a given number of seconds.
/// </summary>
/// <param name="reference">A value that will be passed in to the supplied action each frame.</param>
/// <param name="timeframe">The number of seconds that this function should run. Use float.PositiveInfinity to run indefinitely.</param>
/// <param name="action">The action to call every frame.</param>
/// <param name="timing">The timing segment to run in.</param>
/// <param name="gameObject">A GameObject that will be tagged onto the coroutine and checked to make sure it hasn't been destroyed or disabled
/// before calling the action.</param>
/// <param name="onDone">An optional action to call when this function finishes.</param>
/// <returns>The handle to the coroutine that is started by this function.</returns>
public CoroutineHandle CallContinuouslyOnInstance<T>(T reference, float timeframe, System.Action<T> action,
Segment timing, GameObject gameObject, System.Action<T> onDone = null)
{
CoroutineHandle handle = action == null ? new CoroutineHandle()
: RunCoroutineOnInstance(_CallContinuously(reference, 0f, action, gameObject), timing, gameObject);
if (!float.IsPositiveInfinity(timeframe))
LinkCoroutines(handle, RunCoroutineOnInstance(_WatchCall(reference, timeframe, handle, gameObject, onDone), timing, gameObject));
return handle;
}
private IEnumerator<float> _WatchCall<T>(T reference, float timeframe, CoroutineHandle handle, GameObject gObject, System.Action<T> onDone)
{
yield return WaitForSecondsOnInstance(timeframe);
KillCoroutinesOnInstance(handle);
if (onDone != null && (ReferenceEquals(gObject, null) || gObject != null))
onDone(reference);
}
private IEnumerator<float> _CallContinuously<T>(T reference, float period, System.Action<T> action, GameObject gObject)
{
while ((ReferenceEquals(gObject, null) || gObject != null))
{
yield return WaitForSecondsOnInstance(period);
if (ReferenceEquals(gObject, null) || (gObject != null && gObject.activeInHierarchy))
action(reference);
}
}
private struct ProcessIndex : System.IEquatable<ProcessIndex>
{
public Segment seg;
public int i;
public bool Equals(ProcessIndex other)
{
return seg == other.seg && i == other.i;
}
public override bool Equals(object other)
{
if (other is ProcessIndex)
return Equals((ProcessIndex)other);
return false;
}
public static bool operator ==(ProcessIndex a, ProcessIndex b)
{
return a.seg == b.seg && a.i == b.i;
}
public static bool operator !=(ProcessIndex a, ProcessIndex b)
{
return a.seg != b.seg || a.i != b.i;
}
public override int GetHashCode()
{
return (((int)seg - 4) * (int.MaxValue / 7)) + i;
}
}
[System.Obsolete("Unity coroutine function, use RunCoroutine instead.", true)]
public new Coroutine StartCoroutine(System.Collections.IEnumerator routine) { return null; }
[System.Obsolete("Unity coroutine function, use RunCoroutine instead.", true)]
public new Coroutine StartCoroutine(string methodName, object value) { return null; }
[System.Obsolete("Unity coroutine function, use RunCoroutine instead.", true)]
public new Coroutine StartCoroutine(string methodName) { return null; }
[System.Obsolete("Unity coroutine function, use RunCoroutine instead.", true)]
public new Coroutine StartCoroutine_Auto(System.Collections.IEnumerator routine) { return null; }
[System.Obsolete("Unity coroutine function, use KillCoroutines instead.", true)]
public new void StopCoroutine(string methodName) { }
[System.Obsolete("Unity coroutine function, use KillCoroutines instead.", true)]
public new void StopCoroutine(System.Collections.IEnumerator routine) { }
[System.Obsolete("Unity coroutine function, use KillCoroutines instead.", true)]
public new void StopCoroutine(Coroutine routine) { }
[System.Obsolete("Unity coroutine function, use KillCoroutines instead.", true)]
public new void StopAllCoroutines() { }
[System.Obsolete("Use your own GameObject for this.", true)]
public new static void Destroy(Object obj) { }
[System.Obsolete("Use your own GameObject for this.", true)]
public new static void Destroy(Object obj, float f) { }
[System.Obsolete("Use your own GameObject for this.", true)]
public new static void DestroyObject(Object obj) { }
[System.Obsolete("Use your own GameObject for this.", true)]
public new static void DestroyObject(Object obj, float f) { }
[System.Obsolete("Use your own GameObject for this.", true)]
public new static void DestroyImmediate(Object obj) { }
[System.Obsolete("Use your own GameObject for this.", true)]
public new static void DestroyImmediate(Object obj, bool b) { }
[System.Obsolete("Use your own GameObject for this.", true)]
public new static void Instantiate(Object obj) { }
[System.Obsolete("Use your own GameObject for this.", true)]
public new static void Instantiate(Object original, Vector3 position, Quaternion rotation) { }
[System.Obsolete("Use your own GameObject for this.", true)]
public new static void Instantiate<T>(T original) where T : Object { }
[System.Obsolete("Just.. no.", true)]
public new static T FindObjectOfType<T>() where T : Object { return null; }
[System.Obsolete("Just.. no.", true)]
public new static Object FindObjectOfType(System.Type t) { return null; }
[System.Obsolete("Just.. no.", true)]
public new static T[] FindObjectsOfType<T>() where T : Object { return null; }
[System.Obsolete("Just.. no.", true)]
public new static Object[] FindObjectsOfType(System.Type t) { return null; }
[System.Obsolete("Just.. no.", true)]
public new static void print(object message) { }
}
/// <summary>
/// The timing segment that a coroutine is running in or should be run in.
/// </summary>
public enum Segment
{
/// <summary>
/// Sometimes returned as an error state
/// </summary>
Invalid = -1,
/// <summary>
/// This is the default timing segment
/// </summary>
Update,
/// <summary>
/// This is primarily used for physics calculations
/// </summary>
FixedUpdate,
/// <summary>
/// This is run immediately after update
/// </summary>
LateUpdate,
/// <summary>
/// This executes, by default, about as quickly as the eye can detect changes in a text field
/// </summary>
SlowUpdate,
/// <summary>
/// This is the same as update, but it ignores Unity's timescale
/// </summary>
RealtimeUpdate,
/// <summary>
/// This is a coroutine that runs in the unity editor while your app is not in play mode
/// </summary>
EditorUpdate,
/// <summary>
/// This executes in the unity editor about as quickly as the eye can detect changes in a text field
/// </summary>
EditorSlowUpdate,
/// <summary>
/// This segment executes as the very last action before the frame is done
/// </summary>
EndOfFrame,
/// <summary>
/// This segment can be configured to execute and/or define its notion of time in custom ways
/// </summary>
ManualTimeframe
}
/// <summary>
/// How much debug info should be sent to the Unity profiler. NOTE: Setting this to anything above none shows up in the profiler as a
/// decrease in performance and a memory alloc. Those effects do not translate onto device.
/// </summary>
public enum DebugInfoType
{
/// <summary>
/// None coroutines will be separated in the Unity profiler
/// </summary>
None,
/// <summary>
/// The Unity profiler will identify each coroutine individually
/// </summary>
SeperateCoroutines,
/// <summary>
/// Coroutines will be separated and any tags or layers will be identified
/// </summary>
SeperateTags
}
/// <summary>
/// How the new coroutine should act if there are any existing coroutines running.
/// </summary>
public enum SingletonBehavior
{
/// <summary>
/// Don't run this corutine if there are any matches
/// </summary>
Abort,
/// <summary>
/// Kill any matching coroutines when this one runs
/// </summary>
Overwrite,
/// <summary>
/// Run this coroutine once all matches finish running
/// </summary>
Wait,
/// <summary>
/// Don't run this coroutine if there are any matches, but unpause the matches if they're paused.
/// (Does not resume any coroutines in a WaitUntilDone state.)
/// </summary>
AbortAndUnpause
}
/// <summary>
/// A handle for a MEC coroutine.
/// </summary>
public struct CoroutineHandle : System.IEquatable<CoroutineHandle>
{
private const byte ReservedSpace = 0x0F;
private readonly static int[] NextIndex = { ReservedSpace + 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
private readonly int _id;
public byte Key { get { return (byte)(_id & ReservedSpace); } }
public CoroutineHandle(byte ind)
{
if (ind > ReservedSpace)
ind -= ReservedSpace;
_id = NextIndex[ind] + ind;
NextIndex[ind] += ReservedSpace + 1;
}
public CoroutineHandle(CoroutineHandle other)
{
_id = other._id;
}
public bool Equals(CoroutineHandle other)
{
return _id == other._id;
}
public override bool Equals(object other)
{
if (other is CoroutineHandle)
return Equals((CoroutineHandle)other);
return false;
}
public static bool operator ==(CoroutineHandle a, CoroutineHandle b)
{
return a._id == b._id;
}
public static bool operator !=(CoroutineHandle a, CoroutineHandle b)
{
return a._id != b._id;
}
public override int GetHashCode()
{
return _id;
}
public override string ToString()
{
if (Timing.GetTag(this) == null)
{
if (Timing.GetLayer(this) == null)
return Timing.GetDebugName(this);
else
return Timing.GetDebugName(this) + " Layer: " + Timing.GetLayer(this);
}
else
{
if (Timing.GetLayer(this) == null)
return Timing.GetDebugName(this) + " Tag: " + Timing.GetTag(this);
else
return Timing.GetDebugName(this) + " Tag: " + Timing.GetTag(this) + " Layer: " + Timing.GetLayer(this);
}
}
/// <summary>
/// Get or set the corrosponding coroutine's tag. Null removes the tag or represents no tag assigned.
/// </summary>
public string Tag
{
get { return Timing.GetTag(this); }
set { Timing.SetTag(this, value); }
}
/// <summary>
/// Get or set the corrosponding coroutine's layer. Null removes the layer or represents no layer assigned.
/// </summary>
public int? Layer
{
get { return Timing.GetLayer(this); }
set
{
if (value == null)
Timing.RemoveLayer(this);
else
Timing.SetLayer(this, (int)value);
}
}
/// <summary>
/// Get or set the coorsponding coroutine's segment.
/// </summary>
public Segment Segment
{
get { return Timing.GetSegment(this); }
set { Timing.SetSegment(this, value); }
}
/// <summary>
/// Is true until the coroutine function ends or is killed. Paused or waiting coroutines count as running.
/// Setting this to false will kill the coroutine.
/// </summary>
public bool IsRunning
{
get { return Timing.IsRunning(this); }
set { if (!value) Timing.KillCoroutines(this); }
}
/// <summary>
/// Is true while the coroutine is paused. Setting this value will pause or resume the coroutine.
/// </summary>
public bool IsAliveAndPaused
{
get { return Timing.IsAliveAndPaused(this); }
set { if (value) Timing.PauseCoroutines(this); else Timing.ResumeCoroutines(this); }
}
/// <summary>
/// Is true if this handle may have been a valid handle at some point. (i.e. is not an uninitialized handle, error handle, or a key to a coroutine lock)
/// </summary>
public bool IsValid
{
get { return Key != 0; }
}
/// <summary>
/// This will execute the function you pass in once the coroutine this handle is pointing to is ended. This works whether this
/// coroutine gets to the end of its function, throws an exception, or is the target of a KillCoroutines command. NOTE: It is
/// generally a bad idea to use this function on any coroutine that you would use a CancelWith command on, because that will
/// typically lead to exceptions when the gameObject is destroyed.
/// </summary>
/// <param name="action">The function that you want to execute after this coroutine ends.</param>
/// <param name="segment">The timing segment that the OnDestroy action should be executed in.</param>
/// <returns></returns>
public CoroutineHandle OnDestroy(System.Action action, Segment segment = Segment.Update)
{
Timing inst = Timing.GetInstance(Key);
if (action == null || inst == null)
return new CoroutineHandle();
return inst.RunCoroutineOnInstance(_OnDestroy(this, action), segment);
}
/// <summary>
/// This will execute the coroutine you pass in once the coroutine this handle is pointing to is ended. This works whether this
/// coroutine gets to the end of its function, throws an exception, or is the target of a KillCoroutines command. NOTE: It is
/// generally a bad idea to use this function on any coroutine that you would use a CancelWith command on, because that will
/// typically lead to exceptions when the gameObject is destroyed.
/// </summary>
/// <param name="action">The coroutine that you want to execute after this coroutine ends.</param>
/// <param name="segment">The timing segment that the OnDestroy coroutine should be executed in.</param>
/// <returns></returns>
public CoroutineHandle OnDestroy(IEnumerator<float> action, Segment segment = Segment.Update)
{
Timing inst = Timing.GetInstance(Key);
if (action == null || inst == null)
return new CoroutineHandle();
return inst.RunCoroutineOnInstance(_OnDestroy(this, action), segment);
}
private static IEnumerator<float> _OnDestroy(CoroutineHandle watched, System.Action action)
{
while (watched.IsRunning)
yield return Timing.WaitForOneFrame;
action();
}
private static IEnumerator<float> _OnDestroy(CoroutineHandle watched, IEnumerator<float> action)
{
while (watched.IsRunning)
yield return Timing.WaitForOneFrame;
while (action.MoveNext())
yield return action.Current;
}
}
public static class MECExtensionMethods1
{
/// <summary>
/// Run a new coroutine in the Update segment.
/// </summary>
/// <param name="coroutine">The new coroutine's handle.</param>
/// <returns>The coroutine's handle, which can be used for Wait and Kill operations.</returns>
public static CoroutineHandle RunCoroutine(this IEnumerator<float> coroutine)
{
return Timing.RunCoroutine(coroutine);
}
/// <summary>
/// Run a new coroutine in the Update segment.
/// </summary>
/// <param name="coroutine">The new coroutine's handle.</param>
/// <param name="gameObj">The new coroutine will be put on a layer corresponding to this gameObject.</param>
/// <returns>The coroutine's handle, which can be used for Wait and Kill operations.</returns>
public static CoroutineHandle RunCoroutine(this IEnumerator<float> coroutine, GameObject gameObj)
{
return Timing.RunCoroutine(coroutine, gameObj);
}
/// <summary>
/// Run a new coroutine in the Update segment.
/// </summary>
/// <param name="coroutine">The new coroutine's handle.</param>
/// <param name="layer">An optional layer to attach to the coroutine which can later be used to identify this coroutine.</param>
/// <returns>The coroutine's handle, which can be used for Wait and Kill operations.</returns>
public static CoroutineHandle RunCoroutine(this IEnumerator<float> coroutine, int layer)
{
return Timing.RunCoroutine(coroutine, layer);
}
/// <summary>
/// Run a new coroutine in the Update segment.
/// </summary>
/// <param name="coroutine">The new coroutine's handle.</param>
/// <param name="tag">An optional tag to attach to the coroutine which can later be used to identify this coroutine.</param>
/// <returns>The coroutine's handle, which can be used for Wait and Kill operations.</returns>
public static CoroutineHandle RunCoroutine(this IEnumerator<float> coroutine, string tag)
{
return Timing.RunCoroutine(coroutine, tag);
}
/// <summary>
/// Run a new coroutine in the Update segment.
/// </summary>
/// <param name="coroutine">The new coroutine's handle.</param>
/// <param name="gameObj">The new coroutine will be put on a layer corresponding to this gameObject.</param>
/// <param name="tag">An optional tag to attach to the coroutine which can later be used to identify this coroutine.</param>
/// <returns>The coroutine's handle, which can be used for Wait and Kill operations.</returns>
public static CoroutineHandle RunCoroutine(this IEnumerator<float> coroutine, GameObject gameObj, string tag)
{
return Timing.RunCoroutine(coroutine, gameObj, tag);
}
/// <summary>
/// Run a new coroutine in the Update segment.
/// </summary>
/// <param name="coroutine">The new coroutine's handle.</param>
/// <param name="layer">An optional layer to attach to the coroutine which can later be used to identify this coroutine.</param>
/// <param name="tag">An optional tag to attach to the coroutine which can later be used to identify this coroutine.</param>
/// <returns>The coroutine's handle, which can be used for Wait and Kill operations.</returns>
public static CoroutineHandle RunCoroutine(this IEnumerator<float> coroutine, int layer, string tag)
{
return Timing.RunCoroutine(coroutine, layer, tag);
}
/// <summary>
/// Run a new coroutine.
/// </summary>
/// <param name="coroutine">The new coroutine's handle.</param>
/// <param name="segment">The segment that the coroutine should run in.</param>
/// <returns>The coroutine's handle, which can be used for Wait and Kill operations.</returns>
public static CoroutineHandle RunCoroutine(this IEnumerator<float> coroutine, Segment segment)
{
return Timing.RunCoroutine(coroutine, segment);
}
/// <summary>
/// Run a new coroutine.
/// </summary>
/// <param name="coroutine">The new coroutine's handle.</param>
/// <param name="segment">The segment that the coroutine should run in.</param>
/// <param name="gameObj">The new coroutine will be put on a layer corresponding to this gameObject.</param>
/// <returns>The coroutine's handle, which can be used for Wait and Kill operations.</returns>
public static CoroutineHandle RunCoroutine(this IEnumerator<float> coroutine, Segment segment, GameObject gameObj)
{
return Timing.RunCoroutine(coroutine, segment, gameObj);
}
/// <summary>
/// Run a new coroutine.
/// </summary>
/// <param name="coroutine">The new coroutine's handle.</param>
/// <param name="segment">The segment that the coroutine should run in.</param>
/// <param name="layer">An optional layer to attach to the coroutine which can later be used to identify this coroutine.</param>
/// <returns>The coroutine's handle, which can be used for Wait and Kill operations.</returns>
public static CoroutineHandle RunCoroutine(this IEnumerator<float> coroutine, Segment segment, int layer)
{
return Timing.RunCoroutine(coroutine, segment, layer);
}
/// <summary>
/// Run a new coroutine.
/// </summary>
/// <param name="coroutine">The new coroutine's handle.</param>
/// <param name="segment">The segment that the coroutine should run in.</param>
/// <param name="tag">An optional tag to attach to the coroutine which can later be used to identify this coroutine.</param>
/// <returns>The coroutine's handle, which can be used for Wait and Kill operations.</returns>
public static CoroutineHandle RunCoroutine(this IEnumerator<float> coroutine, Segment segment, string tag)
{
return Timing.RunCoroutine(coroutine, segment, tag);
}
/// <summary>
/// Run a new coroutine.
/// </summary>
/// <param name="coroutine">The new coroutine's handle.</param>
/// <param name="segment">The segment that the coroutine should run in.</param>
/// <param name="gameObj">The new coroutine will be put on a layer corresponding to this gameObject.</param>
/// <param name="tag">An optional tag to attach to the coroutine which can later be used to identify this coroutine.</param>
/// <returns>The coroutine's handle, which can be used for Wait and Kill operations.</returns>
public static CoroutineHandle RunCoroutine(this IEnumerator<float> coroutine, Segment segment, GameObject gameObj, string tag)
{
return Timing.RunCoroutine(coroutine, segment, gameObj, tag);
}
/// <summary>
/// Run a new coroutine.
/// </summary>
/// <param name="coroutine">The new coroutine's handle.</param>
/// <param name="segment">The segment that the coroutine should run in.</param>
/// <param name="layer">An optional layer to attach to the coroutine which can later be used to identify this coroutine.</param>
/// <param name="tag">An optional tag to attach to the coroutine which can later be used to identify this coroutine.</param>
/// <returns>The coroutine's handle, which can be used for Wait and Kill operations.</returns>
public static CoroutineHandle RunCoroutine(this IEnumerator<float> coroutine, Segment segment, int layer, string tag)
{
return Timing.RunCoroutine(coroutine, segment, layer, tag);
}
/// <summary>
/// Run a new coroutine in the Update segment, but not while the coroutine with the supplied handle is running.
/// </summary>
/// <param name="coroutine">The new coroutine's handle.</param>
/// <param name="handle">A tag to attach to the coroutine, and to check for existing instances.</param>
/// <param name="behaviorOnCollision">Should this coroutine fail to start, overwrite, or wait for any coroutines to finish if any matches are
/// currently running.</param>
/// <returns>The newly created or existing handle.</returns>
public static CoroutineHandle RunCoroutineSingleton(this IEnumerator<float> coroutine, CoroutineHandle handle, SingletonBehavior behaviorOnCollision)
{
return Timing.RunCoroutineSingleton(coroutine, handle, behaviorOnCollision);
}
/// <summary>
/// Run a new coroutine in the Update segment with the supplied layer unless there is already one or more coroutines running with that layer.
/// </summary>
/// <param name="coroutine">The new coroutine's handle.</param>
/// <param name="gameObj">The new coroutine will be put on a layer corresponding to this gameObject.</param>
/// <param name="behaviorOnCollision">Should this coroutine fail to start, overwrite, or wait for any coroutines to finish if any matches are
/// currently running.</param>
/// <returns>The newly created or existing handle.</returns>
public static CoroutineHandle RunCoroutineSingleton(this IEnumerator<float> coroutine, GameObject gameObj, SingletonBehavior behaviorOnCollision)
{
return gameObj == null ? Timing.RunCoroutine(coroutine) :
Timing.RunCoroutineSingleton(coroutine, gameObj.GetInstanceID(), behaviorOnCollision);
}
/// <summary>
/// Run a new coroutine in the Update segment with the supplied layer unless there is already one or more coroutines running with that layer.
/// </summary>
/// <param name="coroutine">The new coroutine's handle.</param>
/// <param name="layer">A layer to attach to the coroutine, and to check for existing instances.</param>
/// <param name="behaviorOnCollision">Should this coroutine fail to start, overwrite, or wait for any coroutines to finish if any matches are
/// currently running.</param>
/// <returns>The newly created or existing handle.</returns>
public static CoroutineHandle RunCoroutineSingleton(this IEnumerator<float> coroutine, int layer, SingletonBehavior behaviorOnCollision)
{
return Timing.RunCoroutineSingleton(coroutine, layer, behaviorOnCollision);
}
/// <summary>
/// Run a new coroutine in the Update segment with the supplied tag unless there is already one or more coroutines running with that tag.
/// </summary>
/// <param name="coroutine">The new coroutine's handle.</param>
/// <param name="tag">A tag to attach to the coroutine, and to check for existing instances.</param>
/// <param name="behaviorOnCollision">Should this coroutine fail to start, overwrite, or wait for any coroutines to finish if any matches are
/// currently running.</param>
/// <returns>The newly created or existing handle.</returns>
public static CoroutineHandle RunCoroutineSingleton(this IEnumerator<float> coroutine, string tag, SingletonBehavior behaviorOnCollision)
{
return Timing.RunCoroutineSingleton(coroutine, tag, behaviorOnCollision);
}
/// <summary>
/// Run a new coroutine in the Update segment with the supplied graffitti unless there is already one or more coroutines running with both that
/// tag and layer.
/// </summary>
/// <param name="coroutine">The new coroutine's handle.</param>
/// <param name="gameObj">The new coroutine will be put on a layer corresponding to this gameObject.</param>
/// <param name="tag">A tag to attach to the coroutine, and to check for existing instances.</param>
/// <param name="behaviorOnCollision">Should this coroutine fail to start, overwrite, or wait for any coroutines to finish if any matches are
/// currently running.</param>
/// <returns>The newly created or existing handle.</returns>
public static CoroutineHandle RunCoroutineSingleton(this IEnumerator<float> coroutine, GameObject gameObj, string tag, SingletonBehavior behaviorOnCollision)
{
return gameObj == null ? Timing.RunCoroutineSingleton(coroutine, tag, behaviorOnCollision)
: Timing.RunCoroutineSingleton(coroutine, gameObj.GetInstanceID(), tag, behaviorOnCollision);
}
/// <summary>
/// Run a new coroutine in the Update segment with the supplied graffitti unless there is already one or more coroutines running with both that
/// tag and layer.
/// </summary>
/// <param name="coroutine">The new coroutine's handle.</param>
/// <param name="layer">A layer to attach to the coroutine, and to check for existing instances.</param>
/// <param name="tag">A tag to attach to the coroutine, and to check for existing instances.</param>
/// <param name="behaviorOnCollision">Should this coroutine fail to start, overwrite, or wait for any coroutines to finish if any matches are
/// currently running.</param>
/// <returns>The newly created or existing handle.</returns>
public static CoroutineHandle RunCoroutineSingleton(this IEnumerator<float> coroutine, int layer, string tag, SingletonBehavior behaviorOnCollision)
{
return Timing.RunCoroutineSingleton(coroutine, layer, tag, behaviorOnCollision);
}
/// <summary>
/// Run a new coroutine, but not while the coroutine with the supplied handle is running.
/// </summary>
/// <param name="coroutine">The new coroutine's handle.</param>
/// <param name="segment">The segment that the coroutine should run in.</param>
/// <param name="handle">A tag to attach to the coroutine, and to check for existing instances.</param>
/// <param name="behaviorOnCollision">Should this coroutine fail to start, overwrite, or wait for any coroutines to finish if any matches are
/// currently running.</param>
/// <returns>The newly created or existing handle.</returns>
public static CoroutineHandle RunCoroutineSingleton(this IEnumerator<float> coroutine, CoroutineHandle handle, Segment segment,
SingletonBehavior behaviorOnCollision)
{
return Timing.RunCoroutineSingleton(coroutine, handle, segment, behaviorOnCollision);
}
/// <summary>
/// Run a new coroutine with the supplied layer unless there is already one or more coroutines running with that layer.
/// </summary>
/// <param name="coroutine">The new coroutine's handle.</param>
/// <param name="segment">The segment that the coroutine should run in.</param>
/// <param name="gameObj">The new coroutine will be put on a layer corresponding to this gameObject.</param>
/// <param name="behaviorOnCollision">Should this coroutine fail to start, overwrite, or wait for any coroutines to finish if any matches are
/// currently running.</param>
/// <returns>The newly created or existing handle.</returns>
public static CoroutineHandle RunCoroutineSingleton(this IEnumerator<float> coroutine, Segment segment, GameObject gameObj,
SingletonBehavior behaviorOnCollision)
{
return gameObj == null ? Timing.RunCoroutine(coroutine, segment) :
Timing.RunCoroutineSingleton(coroutine, segment, gameObj.GetInstanceID(), behaviorOnCollision);
}
/// <summary>
/// Run a new coroutine with the supplied layer unless there is already one or more coroutines running with that layer.
/// </summary>
/// <param name="coroutine">The new coroutine's handle.</param>
/// <param name="segment">The segment that the coroutine should run in.</param>
/// <param name="layer">A layer to attach to the coroutine, and to check for existing instances.</param>
/// <param name="behaviorOnCollision">Should this coroutine fail to start, overwrite, or wait for any coroutines to finish if any matches are
/// currently running.</param>
/// <returns>The newly created or existing handle.</returns>
public static CoroutineHandle RunCoroutineSingleton(this IEnumerator<float> coroutine, Segment segment, int layer,
SingletonBehavior behaviorOnCollision)
{
return Timing.RunCoroutineSingleton(coroutine, segment, layer, behaviorOnCollision);
}
/// <summary>
/// Run a new coroutine with the supplied tag unless there is already one or more coroutines running with that tag.
/// </summary>
/// <param name="coroutine">The new coroutine's handle.</param>
/// <param name="segment">The segment that the coroutine should run in.</param>
/// <param name="tag">A tag to attach to the coroutine, and to check for existing instances.</param>
/// <param name="behaviorOnCollision">Should this coroutine fail to start, overwrite, or wait for any coroutines to finish if any matches are
/// currently running.</param>
/// <returns>The newly created or existing handle.</returns>
public static CoroutineHandle RunCoroutineSingleton(this IEnumerator<float> coroutine, Segment segment, string tag,
SingletonBehavior behaviorOnCollision)
{
return Timing.RunCoroutineSingleton(coroutine, segment, tag, behaviorOnCollision);
}
/// <summary>
/// Run a new coroutine with the supplied graffitti unless there is already one or more coroutines running with both that tag and layer.
/// </summary>
/// <param name="coroutine">The new coroutine's handle.</param>
/// <param name="segment">The segment that the coroutine should run in.</param>
/// <param name="gameObj">The new coroutine will be put on a layer corresponding to this gameObject.</param>
/// <param name="tag">A tag to attach to the coroutine, and to check for existing instances.</param>
/// <param name="behaviorOnCollision">Should this coroutine fail to start, overwrite, or wait for any coroutines to finish if any matches are
/// currently running.</param>
/// <returns>The newly created or existing handle.</returns>
public static CoroutineHandle RunCoroutineSingleton(this IEnumerator<float> coroutine, Segment segment, GameObject gameObj, string tag,
SingletonBehavior behaviorOnCollision)
{
return gameObj == null ? Timing.RunCoroutineSingleton(coroutine, segment, tag, behaviorOnCollision)
: Timing.RunCoroutineSingleton(coroutine, segment, gameObj.GetInstanceID(), tag, behaviorOnCollision);
}
/// <summary>
/// Run a new coroutine with the supplied graffitti unless there is already one or more coroutines running with both that tag and layer.
/// </summary>
/// <param name="coroutine">The new coroutine's handle.</param>
/// <param name="segment">The segment that the coroutine should run in.</param>
/// <param name="layer">A layer to attach to the coroutine, and to check for existing instances.</param>
/// <param name="tag">A tag to attach to the coroutine, and to check for existing instances.</param>
/// <param name="behaviorOnCollision">Should this coroutine fail to start, overwrite, or wait for any coroutines to finish if any matches are
/// currently running.</param>
/// <returns>The newly created or existing handle.</returns>
public static CoroutineHandle RunCoroutineSingleton(this IEnumerator<float> coroutine, Segment segment, int layer, string tag,
SingletonBehavior behaviorOnCollision)
{
return Timing.RunCoroutineSingleton(coroutine, segment, layer, tag, behaviorOnCollision);
}
/// <summary>
/// Use the command "yield return newCoroutine().WaitUntilDone();" to start a new coroutine and pause the
/// current one until it finishes.
/// </summary>
/// <param name="newCoroutine">The coroutine to pause for.</param>
public static float WaitUntilDone(this IEnumerator<float> newCoroutine)
{
return Timing.WaitUntilDone(newCoroutine);
}
/// <summary>
/// Use the command "yield return newCoroutine().WaitUntilDone();" to start a new coroutine and pause the
/// current one until it finishes.
/// </summary>
/// <param name="newCoroutine">The coroutine to pause for.</param>
/// <param name="tag">An optional tag to attach to the coroutine which can later be used to identify this coroutine.</param>
public static float WaitUntilDone(this IEnumerator<float> newCoroutine, string tag)
{
return Timing.WaitUntilDone(newCoroutine, tag);
}
/// <summary>
/// Use the command "yield return newCoroutine().WaitUntilDone();" to start a new coroutine and pause the
/// current one until it finishes.
/// </summary>
/// <param name="newCoroutine">The coroutine to pause for.</param>
/// <param name="layer">An optional layer to attach to the coroutine which can later be used to identify this coroutine.</param>
public static float WaitUntilDone(this IEnumerator<float> newCoroutine, int layer)
{
return Timing.WaitUntilDone(newCoroutine, layer);
}
/// <summary>
/// Use the command "yield return newCoroutine().WaitUntilDone();" to start a new coroutine and pause the
/// current one until it finishes.
/// </summary>
/// <param name="newCoroutine">The coroutine to pause for.</param>
/// <param name="layer">An optional layer to attach to the coroutine which can later be used to identify this coroutine.</param>
/// <param name="tag">An optional tag to attach to the coroutine which can later be used to identify this coroutine.</param>
public static float WaitUntilDone(this IEnumerator<float> newCoroutine, int layer, string tag)
{
return Timing.WaitUntilDone(newCoroutine, layer, tag);
}
/// <summary>
/// Use the command "yield return newCoroutine().WaitUntilDone();" to start a new coroutine and pause the
/// current one until it finishes.
/// </summary>
/// <param name="newCoroutine">The coroutine to pause for.</param>
/// <param name="segment">The segment that the new coroutine should run in.</param>
public static float WaitUntilDone(this IEnumerator<float> newCoroutine, Segment segment)
{
return Timing.WaitUntilDone(newCoroutine, segment);
}
/// <summary>
/// Use the command "yield return newCoroutine().WaitUntilDone();" to start a new coroutine and pause the
/// current one until it finishes.
/// </summary>
/// <param name="newCoroutine">The coroutine to pause for.</param>
/// <param name="segment">The segment that the new coroutine should run in.</param>
/// <param name="tag">An optional tag to attach to the coroutine which can later be used to identify this coroutine.</param>
public static float WaitUntilDone(this IEnumerator<float> newCoroutine, Segment segment, string tag)
{
return Timing.WaitUntilDone(newCoroutine, segment, tag);
}
/// <summary>
/// Use the command "yield return newCoroutine().WaitUntilDone();" to start a new coroutine and pause the
/// current one until it finishes.
/// </summary>
/// <param name="newCoroutine">The coroutine to pause for.</param>
/// <param name="segment">The segment that the new coroutine should run in.</param>
/// <param name="layer">An optional layer to attach to the coroutine which can later be used to identify this coroutine.</param>
public static float WaitUntilDone(this IEnumerator<float> newCoroutine, Segment segment, int layer)
{
return Timing.WaitUntilDone(newCoroutine, segment, layer);
}
/// <summary>
/// Use the command "yield return newCoroutine().WaitUntilDone();" to start a new coroutine and pause the
/// current one until it finishes.
/// </summary>
/// <param name="newCoroutine">The coroutine to pause for.</param>
/// <param name="segment">The segment that the new coroutine should run in.</param>
/// <param name="layer">An optional layer to attach to the coroutine which can later be used to identify this coroutine.</param>
/// <param name="tag">An optional tag to attach to the coroutine which can later be used to identify this coroutine.</param>
public static float WaitUntilDone(this IEnumerator<float> newCoroutine, Segment segment, int layer, string tag)
{
return Timing.WaitUntilDone(newCoroutine, segment, layer, tag);
}
}
}
public static class MECExtensionMethods2
{
/// <summary>
/// Adds a delay to the beginning of this coroutine.
/// </summary>
/// <param name="coroutine">The coroutine handle to act upon.</param>
/// <param name="timeToDelay">The number of seconds to delay this coroutine.</param>
/// <returns>The modified coroutine handle.</returns>
public static IEnumerator<float> Delay(this IEnumerator<float> coroutine, float timeToDelay)
{
yield return MEC.Timing.WaitForSeconds(timeToDelay);
while (coroutine.MoveNext())
yield return coroutine.Current;
}
/// <summary>
/// Adds a delay to the beginning of this coroutine until a function returns true.
/// </summary>
/// <param name="coroutine">The coroutine handle to act upon.</param>
/// <param name="condition">The coroutine will be paused until this function returns true.</param>
/// <returns>The modified coroutine handle.</returns>
public static IEnumerator<float> Delay(this IEnumerator<float> coroutine, System.Func<bool> condition)
{
while (!condition())
yield return 0f;
while (coroutine.MoveNext())
yield return coroutine.Current;
}
/// <summary>
/// Adds a delay to the beginning of this coroutine until a function returns true.
/// </summary>
/// <param name="coroutine">The coroutine handle to act upon.</param>
/// <param name="data">A variable that will be passed into the condition function each time it is tested.</param>
/// <param name="condition">The coroutine will be paused until this function returns true.</param>
/// <returns>The modified coroutine handle.</returns>
public static IEnumerator<float> Delay<T>(this IEnumerator<float> coroutine, T data, System.Func<T, bool> condition)
{
while (!condition(data))
yield return 0f;
while (coroutine.MoveNext())
yield return coroutine.Current;
}
/// <summary>
/// Adds a delay to the beginning of this coroutine in frames.
/// </summary>
/// <param name="coroutine">The coroutine handle to act upon.</param>
/// <param name="framesToDelay">The number of frames to delay this coroutine.</param>
/// <returns>The modified coroutine handle.</returns>
public static IEnumerator<float> DelayFrames(this IEnumerator<float> coroutine, int framesToDelay)
{
while (framesToDelay-- > 0)
yield return 0f;
while (coroutine.MoveNext())
yield return coroutine.Current;
}
/// <summary>
/// Cancels this coroutine when the supplied game object is destroyed or made inactive.
/// </summary>
/// <param name="coroutine">The coroutine handle to act upon.</param>
/// <param name="gameObject">The GameObject to test.</param>
/// <returns>The modified coroutine handle.</returns>
public static IEnumerator<float> CancelWith(this IEnumerator<float> coroutine, GameObject gameObject)
{
while (MEC.Timing.MainThread != System.Threading.Thread.CurrentThread ||
(gameObject && gameObject.activeInHierarchy && coroutine.MoveNext()))
yield return coroutine.Current;
}
/// <summary>
/// Cancels this coroutine when either of the supplied game objects are destroyed or made inactive.
/// </summary>
/// <param name="coroutine">The coroutine handle to act upon.</param>
/// <param name="gameObject1">The first GameObject to test.</param>
/// <param name="gameObject2">The second GameObject to test</param>
/// <returns>The modified coroutine handle.</returns>
public static IEnumerator<float> CancelWith(this IEnumerator<float> coroutine, GameObject gameObject1, GameObject gameObject2)
{
while (MEC.Timing.MainThread != System.Threading.Thread.CurrentThread || (gameObject1 && gameObject1.activeInHierarchy &&
gameObject2 && gameObject2.activeInHierarchy && coroutine.MoveNext()))
yield return coroutine.Current;
}
/// <summary>
/// Cancels this coroutine when the supplied monobehavior is removed from its game object, or the game object is made inactive or destroyed.
/// </summary>
/// <param name="coroutine">The coroutine handle to act upon.</param>
/// <param name="gameObject">The GameObject to test.</param>
/// <returns>The modified coroutine handle.</returns>
public static IEnumerator<float> CancelWith<T>(this IEnumerator<float> coroutine, T script) where T : MonoBehaviour
{
GameObject myGO = script.gameObject;
while (MEC.Timing.MainThread != System.Threading.Thread.CurrentThread ||
(myGO && myGO.activeInHierarchy && script != null && coroutine.MoveNext()))
yield return coroutine.Current;
}
/// <summary>
/// Cancels this coroutine when the supplied function returns false.
/// </summary>
/// <param name="coroutine">The coroutine handle to act upon.</param>
/// <param name="condition">The test function. True for continue, false to stop.</param>
/// <returns>The modified coroutine handle.</returns>
public static IEnumerator<float> CancelWith(this IEnumerator<float> coroutine, System.Func<bool> condition)
{
if (condition == null) yield break;
while (MEC.Timing.MainThread != System.Threading.Thread.CurrentThread || (condition() && coroutine.MoveNext()))
yield return coroutine.Current;
}
/// <summary>
/// Cancels this coroutine when the supplied game object is destroyed, but only pauses it while it's inactive.
/// </summary>
/// <param name="coroutine">The coroutine handle to act upon.</param>
/// <param name="gameObject">The GameObject to test.</param>
/// <returns>The modified coroutine handle.</returns>
public static IEnumerator<float> PauseWith(this IEnumerator<float> coroutine, GameObject gameObject)
{
while (MEC.Timing.MainThread == System.Threading.Thread.CurrentThread && gameObject)
{
if (gameObject.activeInHierarchy)
{
if (coroutine.MoveNext())
yield return coroutine.Current;
else
yield break;
}
else
{
yield return MEC.Timing.WaitForOneFrame;
}
}
}
/// <summary>
/// Cancels this coroutine when either of the supplied game objects are destroyed, but only pauses them while they're inactive.
/// </summary>
/// <param name="coroutine">The coroutine handle to act upon.</param>
/// <param name="gameObject1">The first GameObject to test.</param>
/// <param name="gameObject2">The second GameObject to test</param>
/// <returns>The modified coroutine handle.</returns>
public static IEnumerator<float> PauseWith(this IEnumerator<float> coroutine, GameObject gameObject1, GameObject gameObject2)
{
while (MEC.Timing.MainThread == System.Threading.Thread.CurrentThread && gameObject1 && gameObject2)
{
if (gameObject1.activeInHierarchy && gameObject2.activeInHierarchy)
{
if (coroutine.MoveNext())
yield return coroutine.Current;
else
yield break;
}
else
{
yield return MEC.Timing.WaitForOneFrame;
}
}
}
/// <summary>
/// Cancels this coroutine when the supplied monobehavior is removed from its game object, or the game object is destroyed. Pauses the coroutine
/// if the game object or script is disabled.
/// </summary>
/// <param name="coroutine">The coroutine handle to act upon.</param>
/// <param name="gameObject">The GameObject to test.</param>
/// <returns>The modified coroutine handle.</returns>
public static IEnumerator<float> PauseWith<T>(this IEnumerator<float> coroutine, T script) where T : MonoBehaviour
{
GameObject myGO = script.gameObject;
while (MEC.Timing.MainThread == System.Threading.Thread.CurrentThread && myGO && myGO.GetComponent<T>() != null)
{
if (myGO.activeInHierarchy && script.enabled)
{
if (coroutine.MoveNext())
yield return coroutine.Current;
else
yield break;
}
else
{
yield return MEC.Timing.WaitForOneFrame;
}
}
}
/// <summary>
/// Pauses this coroutine whenever the supplied function returns false.
/// </summary>
/// <param name="coroutine">The coroutine handle to act upon.</param>
/// <param name="condition">The test function. True for continue, false to stop.</param>
/// <returns>The modified coroutine handle.</returns>
public static IEnumerator<float> PauseWith(this IEnumerator<float> coroutine, System.Func<bool> condition)
{
if (condition == null) yield break;
while (MEC.Timing.MainThread != System.Threading.Thread.CurrentThread || (condition() && coroutine.MoveNext()))
yield return coroutine.Current;
}
/// <summary>
/// Watches the supplied handle and ends this coroutine when the other coroutine ends.
/// </summary>
/// <param name="coroutine">The coroutine handle to act upon.</param>
/// <param name="otherCoroutine">A handle to the coroutine that should be watched.</param>
/// <returns>The modified coroutine handle.</returns>
public static IEnumerator<float> KillWith(this IEnumerator<float> coroutine, MEC.CoroutineHandle otherCoroutine)
{
while (otherCoroutine.IsRunning && coroutine.MoveNext())
yield return coroutine.Current;
}
/// <summary>
/// Runs the supplied coroutine immediately after this one.
/// </summary>
/// <param name="coroutine">The coroutine handle to act upon.</param>
/// <param name="nextCoroutine">The coroutine to run next.</param>
/// <returns>The modified coroutine handle.</returns>
public static IEnumerator<float> Append(this IEnumerator<float> coroutine, IEnumerator<float> nextCoroutine)
{
while (coroutine.MoveNext())
yield return coroutine.Current;
if (nextCoroutine == null) yield break;
while (nextCoroutine.MoveNext())
yield return nextCoroutine.Current;
}
/// <summary>
/// Runs the supplied function immediately after this coroutine finishes.
/// </summary>
/// <param name="coroutine">The coroutine handle to act upon.</param>
/// <param name="onDone">The action to run after this coroutine finishes.</param>
/// <returns>The modified coroutine handle.</returns>
public static IEnumerator<float> Append(this IEnumerator<float> coroutine, System.Action onDone)
{
while (coroutine.MoveNext())
yield return coroutine.Current;
if (onDone != null)
onDone();
}
/// <summary>
/// Runs the supplied coroutine immediately before this one.
/// </summary>
/// <param name="coroutine">The coroutine handle to act upon.</param>
/// <param name="lastCoroutine">The coroutine to run first.</param>
/// <returns>The modified coroutine handle.</returns>
public static IEnumerator<float> Prepend(this IEnumerator<float> coroutine, IEnumerator<float> lastCoroutine)
{
if (lastCoroutine != null)
while (lastCoroutine.MoveNext())
yield return lastCoroutine.Current;
while (coroutine.MoveNext())
yield return coroutine.Current;
}
/// <summary>
/// Runs the supplied function immediately before this coroutine starts.
/// </summary>
/// <param name="coroutine">The coroutine handle to act upon.</param>
/// <param name="onStart">The action to run before this coroutine starts.</param>
/// <returns>The modified coroutine handle.</returns>
public static IEnumerator<float> Prepend(this IEnumerator<float> coroutine, System.Action onStart)
{
if (onStart != null)
onStart();
while (coroutine.MoveNext())
yield return coroutine.Current;
}
/// <summary>
/// Combines the this coroutine with another and runs them in a combined handle.
/// </summary>
/// <param name="coroutineA">The coroutine handle to act upon.</param>
/// <param name="coroutineB">The coroutine handle to combine.</param>
/// <returns>The modified coroutine handle.</returns>
public static IEnumerator<float> Superimpose(this IEnumerator<float> coroutineA, IEnumerator<float> coroutineB)
{
return Superimpose(coroutineA, coroutineB, MEC.Timing.Instance);
}
/// <summary>
/// Combines the this coroutine with another and runs them in a combined handle.
/// </summary>
/// <param name="coroutineA">The coroutine handle to act upon.</param>
/// <param name="coroutineB">The coroutine handle to combine.</param>
/// <param name="instance">The timing instance that this will be run in, if not the default instance.</param>
/// <returns>The modified coroutine handle.</returns>
public static IEnumerator<float> Superimpose(this IEnumerator<float> coroutineA, IEnumerator<float> coroutineB, MEC.Timing instance)
{
while (coroutineA != null || coroutineB != null)
{
if (coroutineA != null && !(instance.localTime < coroutineA.Current) && !coroutineA.MoveNext())
coroutineA = null;
if (coroutineB != null && !(instance.localTime < coroutineB.Current) && !coroutineB.MoveNext())
coroutineB = null;
if ((coroutineA != null && float.IsNaN(coroutineA.Current)) || (coroutineB != null && float.IsNaN(coroutineB.Current)))
yield return float.NaN;
else if (coroutineA != null && coroutineB != null)
yield return coroutineA.Current < coroutineB.Current ? coroutineA.Current : coroutineB.Current;
else if (coroutineA == null && coroutineB != null)
yield return coroutineB.Current;
else if (coroutineA != null)
yield return coroutineA.Current;
}
}
/// <summary>
/// Uses the passed in function to change the return values of this coroutine.
/// </summary>
/// <param name="coroutine">The coroutine handle to act upon.</param>
/// <param name="newReturn">A function that takes the current return value and returns the new return.</param>
/// <returns>The modified coroutine handle.</returns>
public static IEnumerator<float> Hijack(this IEnumerator<float> coroutine, System.Func<float, float> newReturn)
{
if (newReturn == null) yield break;
while (coroutine.MoveNext())
yield return newReturn(coroutine.Current);
}
/// <summary>
/// This will send any exceptions thrown in this coroutine to the exception handler you define. If you pass in null then your exceptions
/// will go unreported. NOTE: Any exceptions thrown will still terminate that coroutine function. The only way to avoid termination is
/// to catch the exception inside your function (avoiding any yield return statements).
/// </summary>
/// <param name="coroutine">The coroutine handle to act upon.</param>
/// <param name="exceptionHandler">The function to be called when an exception occurs.</param>
/// <returns>The modified coroutine handle.</returns>
public static IEnumerator<float> RerouteExceptions(this IEnumerator<float> coroutine, System.Action<System.Exception> exceptionHandler)
{
while(true)
{
try
{
if (!coroutine.MoveNext())
yield break;
}
catch (System.Exception ex)
{
if (exceptionHandler != null)
exceptionHandler(ex);
yield break;
}
yield return coroutine.Current;
}
}
}