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Diffstat (limited to 'WorldlineKeepers/Assets/Plugins/Trinary Software/Timing.cs')
-rw-r--r-- | WorldlineKeepers/Assets/Plugins/Trinary Software/Timing.cs | 2738 |
1 files changed, 2738 insertions, 0 deletions
diff --git a/WorldlineKeepers/Assets/Plugins/Trinary Software/Timing.cs b/WorldlineKeepers/Assets/Plugins/Trinary Software/Timing.cs new file mode 100644 index 0000000..c61b93e --- /dev/null +++ b/WorldlineKeepers/Assets/Plugins/Trinary Software/Timing.cs @@ -0,0 +1,2738 @@ +using UnityEngine; +using System.Collections.Generic; +using UnityEngine.Assertions; +#if UNITY_5_5_OR_NEWER +using UnityEngine.Profiling; +#endif + +// ///////////////////////////////////////////////////////////////////////////////////////// +// More Effective Coroutines +// v3.10.2 +// +// 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. +// +// This is the free version. MEC also has a pro version, which can be found here: +// https://www.assetstore.unity3d.com/en/#!/content/68480 +// The pro version contains exactly the same core that the free version uses, but also +// contains many additional features. Every function that exists in MEC Free also exists in MEC Pro, +// so you can upgrade at any time without breaking existing code. +// +// For manual, support, or upgrade guide visit http://trinary.tech/ +// +// Created by Teal Rogers +// Trinary Software +// All rights preserved +// ///////////////////////////////////////////////////////////////////////////////////////// + +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> + /// 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 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> + /// 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 bool _tmpBool; + private static CoroutineHandle _tmpHandle; + + private int _currentUpdateFrame; + private int _currentLateUpdateFrame; + private int _currentSlowUpdateFrame; + private int _nextUpdateProcessSlot; + private int _nextLateUpdateProcessSlot; + private int _nextFixedUpdateProcessSlot; + private int _nextSlowUpdateProcessSlot; + private int _lastUpdateProcessSlot; + private int _lastLateUpdateProcessSlot; + private int _lastFixedUpdateProcessSlot; + private int _lastSlowUpdateProcessSlot; + private float _lastUpdateTime; + private float _lastLateUpdateTime; + private float _lastFixedUpdateTime; + private float _lastSlowUpdateTime; + private float _lastSlowUpdateDeltaTime; + private ushort _framesSinceUpdate; + private ushort _expansions = 1; + [SerializeField, HideInInspector] + private byte _instanceID; + + 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 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 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[] UpdateHeld = new bool[InitialBufferSizeLarge]; + private bool[] LateUpdateHeld = new bool[InitialBufferSizeSmall]; + private bool[] FixedUpdateHeld = new bool[InitialBufferSizeMedium]; + private bool[] SlowUpdateHeld = new bool[InitialBufferSizeMedium]; + + 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" }; + + DontDestroyOnLoad(instanceHome); + } + + _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; + + InitializeInstanceID(); + } + + 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)" + + (_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 (_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" + + (_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));"); + } + } + } + + currentCoroutine = default(CoroutineHandle); + + if(++_framesSinceUpdate > FramesUntilMaintenance) + { + _framesSinceUpdate = 0; + + if (ProfilerDebugAmount != DebugInfoType.None) + Profiler.BeginSample("Maintenance Task"); + + RemoveUnused(); + + if (ProfilerDebugAmount != DebugInfoType.None) + Profiler.EndSample(); + } + } + + 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" + + (_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" + + (_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); + } + } + + 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)) + { + RemoveTag(_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)) + { + RemoveTag(_indexToHandle[outer]); + + _handleToIndex.Remove(_indexToHandle[outer]); + _indexToHandle.Remove(outer); + } + } + + _lastUpdateProcessSlot -= _nextUpdateProcessSlot - inner.i; + 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)) + { + RemoveTag(_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)) + { + RemoveTag(_indexToHandle[outer]); + + _handleToIndex.Remove(_indexToHandle[outer]); + _indexToHandle.Remove(outer); + } + } + + _lastFixedUpdateProcessSlot -= _nextFixedUpdateProcessSlot - inner.i; + 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)) + { + RemoveTag(_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)) + { + RemoveTag(_indexToHandle[outer]); + + _handleToIndex.Remove(_indexToHandle[outer]); + _indexToHandle.Remove(outer); + } + } + + _lastLateUpdateProcessSlot -= _nextLateUpdateProcessSlot - inner.i; + 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)) + { + RemoveTag(_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)) + { + RemoveTag(_indexToHandle[outer]); + + _handleToIndex.Remove(_indexToHandle[outer]); + _indexToHandle.Remove(outer); + } + } + + _lastSlowUpdateProcessSlot -= _nextSlowUpdateProcessSlot - inner.i; + SlowUpdateCoroutines = _nextSlowUpdateProcessSlot = 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, 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 for Kill operations.</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, 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, 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 for Kill operations.</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, 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, 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 for Kill operations.</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, 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, 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 for Kill operations.</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, tag, new CoroutineHandle(_instanceID), true); + } + + + private CoroutineHandle RunCoroutineInternal(IEnumerator<float> coroutine, Segment segment, 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 cachedHandle = currentCoroutine; + currentCoroutine = handle; + + 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) + AddTag(tag, 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) + AddTag(tag, 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 (tag != null) + AddTag(tag, 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 (tag != null) + AddTag(tag, 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; + + default: + handle = new CoroutineHandle(); + break; + } + + localTime = currentLocalTime; + deltaTime = currentDeltaTime; + currentCoroutine = cachedHandle; + + 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; + + 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; + + _processTags.Clear(); + _taggedProcesses.Clear(); + _handleToIndex.Clear(); + _indexToHandle.Clear(); + _waitingTriggers.Clear(); + _expansions = (ushort)((_expansions / 2) + 1); + + return retVal; + } + + /// <summary> + /// Kills the instances of the coroutine handle 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 (0 or 1).</returns> + public static int KillCoroutines(CoroutineHandle handle) + { + return ActiveInstances[handle.Key] != null ? GetInstance(handle.Key).KillCoroutinesOnInstance(handle) : 0; + } + + /// <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 (0 or 1).</returns> + public int KillCoroutinesOnInstance(CoroutineHandle handle) + { + bool foundOne = false; + + if (_handleToIndex.ContainsKey(handle)) + { + if (_waitingTriggers.ContainsKey(handle)) + CloseWaitingProcess(handle); + + foundOne = CoindexExtract(_handleToIndex[handle]) != null; + RemoveTag(handle); + } + + return foundOne ? 1 : 0; + } + + /// <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++; + } + + RemoveTag(matchEnum.Current); + + if (_handleToIndex.ContainsKey(matchEnum.Current)) + { + _indexToHandle.Remove(_handleToIndex[matchEnum.Current]); + _handleToIndex.Remove(matchEnum.Current); + } + } + + return numberFound; + } + + /// <summary> + /// This will pause all coroutines running on the current 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)); + } + } + + return count; + } + + /// <summary> + /// This will pause any matching coroutines until ResumeCoroutines is called. + /// </summary> + /// <param name="handle">The handle of the coroutine to pause.</param> + /// <returns>The number of coroutines that were paused (0 or 1).</returns> + public static int PauseCoroutines(CoroutineHandle handle) + { + return ActiveInstances[handle.Key] != null ? GetInstance(handle.Key).PauseCoroutinesOnInstance(handle) : 0; + } + + /// <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 (0 or 1).</returns> + public int PauseCoroutinesOnInstance(CoroutineHandle handle) + { + return _handleToIndex.ContainsKey(handle) && !CoindexIsNull(_handleToIndex[handle]) && !SetPause(_handleToIndex[handle], true) ? 1 : 0; + } + + /// <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++; + + 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++; + } + } + + return count; + } + + /// <summary> + /// This will resume any matching coroutines. + /// </summary> + /// <param name="handle">The handle of the coroutine to resume.</param> + /// <returns>The number of coroutines that were resumed (0 or 1).</returns> + public static int ResumeCoroutines(CoroutineHandle handle) + { + return ActiveInstances[handle.Key] != null ? GetInstance(handle.Key).ResumeCoroutinesOnInstance(handle) : 0; + } + + /// <summary> + /// This will resume any matching coroutines 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 (0 or 1).</returns> + public int ResumeCoroutinesOnInstance(CoroutineHandle handle) + { + return _handleToIndex.ContainsKey(handle) && + !CoindexIsNull(_handleToIndex[handle]) && SetPause(_handleToIndex[handle], false) ? 1 : 0; + } + + /// <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++; + } + } + + return count; + } + + 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 + { + deltaTime = _lastSlowUpdateDeltaTime; + localTime = _lastSlowUpdateTime; + 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; + default: + return 0f; + } + } + + /// <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]; + } + + private void AddTag(string tag, CoroutineHandle coindex) + { + _processTags.Add(coindex, tag); + + if (_taggedProcesses.ContainsKey(tag)) + _taggedProcesses[tag].Add(coindex); + else + _taggedProcesses.Add(tag, new HashSet<CoroutineHandle> { coindex }); + } + + private void RemoveTag(CoroutineHandle coindex) + { + if (_processTags.ContainsKey(coindex)) + { + if (_taggedProcesses[_processTags[coindex]].Count > 1) + _taggedProcesses[_processTags[coindex]].Remove(coindex); + else + _taggedProcesses.Remove(_processTags[coindex]); + + _processTags.Remove(coindex); + } + } + + /// <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; + default: + return false; + } + } + + 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; + default: + return null; + } + } + + 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]; + 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; + default: + return true; + } + } + + 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; + 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; + default: + return false; + } + } + + private IEnumerator<float> _InjectDelay(IEnumerator<float> proc, float delayTime) + { + yield return WaitForSecondsOnInstance(delayTime); + + _tmpRef = proc; + ReplacementFunction = ReturnTmpRefForRepFunc; + yield return float.NaN; + } + + 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]; + 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]; + 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; + } + } + + /// <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; + } + + /// <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 to the console 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.\n" + otherCoroutine); + return WaitForOneFrame; + } + + 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 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 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 www, IEnumerator<float> pausedProc) + { + while (!www.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> + /// 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> + /// 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="cancelWith">A GameObject that will be 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 cancelWith) + { + return action == null ? new CoroutineHandle() : RunCoroutine(Instance._DelayedCall(delay, action, cancelWith)); + } + + /// <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="cancelWith">A GameObject that will be 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 cancelWith) + { + return action == null ? new CoroutineHandle() : RunCoroutineOnInstance(_DelayedCall(delay, action, cancelWith)); + } + + /// <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 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); + } + + /// <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); + } + + 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 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.</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) + { + return action == null ? new CoroutineHandle() : RunCoroutine(Instance._CallContinuously(timeframe, period, action, onDone), Segment.Update); + } + + /// <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.</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) + { + return action == null ? new CoroutineHandle() : RunCoroutineOnInstance(_CallContinuously(timeframe, period, action, onDone), Segment.Update); + } + + /// <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.</param> + /// <param name="period">The amount of time between calls.</param> + /// <param name="action">The action to call every frame.</param> + /// <param name="segment">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 segment, System.Action onDone = null) + { + return action == null ? new CoroutineHandle() : RunCoroutine(Instance._CallContinuously(timeframe, period, action, onDone), segment); + } + + /// <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.</param> + /// <param name="period">The amount of time between calls.</param> + /// <param name="action">The action to call every frame.</param> + /// <param name="segment">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 segment, System.Action onDone = null) + { + return action == null ? new CoroutineHandle() : RunCoroutineOnInstance(_CallContinuously(timeframe, period, action, onDone), segment); + } + + /// <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.</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) + { + return action == null ? new CoroutineHandle() : RunCoroutine(Instance._CallContinuously(timeframe, 0f, action, onDone), Segment.Update); + } + + /// <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.</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) + { + return action == null ? new CoroutineHandle() : RunCoroutineOnInstance(_CallContinuously(timeframe, 0f, action, onDone), Segment.Update); + } + + /// <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.</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) + { + return action == null ? new CoroutineHandle() : RunCoroutine(Instance._CallContinuously(timeframe, 0f, action, onDone), timing); + } + + /// <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.</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) + { + return action == null ? new CoroutineHandle() : RunCoroutineOnInstance(_CallContinuously(timeframe, 0f, action, onDone), timing); + } + + private IEnumerator<float> _CallContinuously(float timeframe, float period, System.Action action, System.Action onDone) + { + double startTime = localTime; + while (localTime <= startTime + timeframe) + { + yield return WaitForSecondsOnInstance(period); + + action(); + } + + if (onDone != null) + onDone(); + } + + /// <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.</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) + { + return action == null ? new CoroutineHandle() : + RunCoroutine(Instance._CallContinuously(reference, timeframe, period, action, onDone), Segment.Update); + } + + /// <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.</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) + { + return action == null ? new CoroutineHandle() : + RunCoroutineOnInstance(_CallContinuously(reference, timeframe, period, action, onDone), Segment.Update); + } + + /// <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.</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) + { + return action == null ? new CoroutineHandle() : + RunCoroutine(Instance._CallContinuously(reference, timeframe, period, action, onDone), timing); + } + + /// <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.</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) + { + return action == null ? new CoroutineHandle() : + RunCoroutineOnInstance(_CallContinuously(reference, timeframe, period, action, onDone), timing); + } + + /// <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.</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) + { + return action == null ? new CoroutineHandle() : + RunCoroutine(Instance._CallContinuously(reference, timeframe, 0f, action, onDone), Segment.Update); + } + + /// <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.</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) + { + return action == null ? new CoroutineHandle() : + RunCoroutineOnInstance(_CallContinuously(reference, timeframe, 0f, action, onDone), Segment.Update); + } + + /// <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.</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) + { + return action == null ? new CoroutineHandle() : + RunCoroutine(Instance._CallContinuously(reference, timeframe, 0f, action, onDone), timing); + } + + /// <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.</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) + { + return action == null ? new CoroutineHandle() : + RunCoroutineOnInstance(_CallContinuously(reference, timeframe, 0f, action, onDone), timing); + } + + private IEnumerator<float> _CallContinuously<T>(T reference, float timeframe, float period, + System.Action<T> action, System.Action<T> onDone = null) + { + double startTime = localTime; + while (localTime <= startTime + timeframe) + { + yield return WaitForSecondsOnInstance(period); + + action(reference); + } + + if (onDone != null) + onDone(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 - 2) * (int.MaxValue / 3)) + 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> + /// 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> + /// 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 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; + } + + /// <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; } + } + } + + 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="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. + /// </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="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); + } + } +} + +public static class MECExtensionMethods2 +{ + /// <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 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 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> + /// <param name="gameObject3">The third GameObject to test.</param> + /// <returns>The modified coroutine handle.</returns> + public static IEnumerator<float> CancelWith(this IEnumerator<float> coroutine, + GameObject gameObject1, GameObject gameObject2, GameObject gameObject3) + { + while (MEC.Timing.MainThread != System.Threading.Thread.CurrentThread || (gameObject1 && gameObject1.activeInHierarchy && + gameObject2 && gameObject2.activeInHierarchy && gameObject3 && gameObject3.activeInHierarchy && coroutine.MoveNext())) + yield return coroutine.Current; + } +} |