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+using UnityEngine;
+using System.Collections.Generic;
+#if UNITY_EDITOR
+using UnityEditor;
+#endif
+#if UNITY_5_5_OR_NEWER
+using UnityEngine.Profiling;
+#endif
+
+// /////////////////////////////////////////////////////////////////////////////////////////
+// More Effective Coroutines Pro
+// v2.03.0
+//
+// This is an improved implementation of coroutines that boasts zero per-frame memory allocations,
+// runs about twice as fast as Unity's built in coroutines and has a range of extra features.
+//
+// For manual, support, or upgrade guide visit http://trinary.tech/
+//
+// Created by Teal Rogers
+// Trinary Software
+// All rights preserved
+// trinaryllc@gmail.com
+// /////////////////////////////////////////////////////////////////////////////////////////
+
+namespace MovementEffects
+{
+ public class Timing : MonoBehaviour
+ {
+ public enum DebugInfoType
+ {
+ None,
+ SeperateCoroutines,
+ SeperateTags
+ }
+
+ /// <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 = DebugInfoType.None;
+ /// <summary>
+ /// Whether the manual timeframe should automatically trigger during the update segment.
+ /// </summary>
+ [Tooltip("When using manual timeframe, should it run automatically after the update loop or only when TriggerManualTimframeUpdate is called.")]
+ public bool AutoTriggerManualTimeframe = true;
+ /// <summary>
+ /// The number of coroutines that are being run in the Update segment.
+ /// </summary>
+ [Tooltip("A count of the number of Update coroutines that are currently running."), Space(12)]
+ public int UpdateCoroutines;
+ /// <summary>
+ /// The number of coroutines that are being run in the FixedUpdate segment.
+ /// </summary>
+ [Tooltip("A count of the number of FixedUpdate coroutines that are currently running.")]
+ public int FixedUpdateCoroutines;
+ /// <summary>
+ /// The number of coroutines that are being run in the LateUpdate segment.
+ /// </summary>
+ [Tooltip("A count of the number of LateUpdate coroutines that are currently running.")]
+ public int LateUpdateCoroutines;
+ /// <summary>
+ /// The number of coroutines that are being run in the SlowUpdate segment.
+ /// </summary>
+ [Tooltip("A count of the number of SlowUpdate coroutines that are currently running.")]
+ public int SlowUpdateCoroutines;
+ /// <summary>
+ /// The number of coroutines that are being run in the RealtimeUpdate segment.
+ /// </summary>
+ [Tooltip("A count of the number of RealtimeUpdate coroutines that are currently running.")]
+ public int RealtimeUpdateCoroutines;
+ /// <summary>
+ /// The number of coroutines that are being run in the EditorUpdate segment.
+ /// </summary>
+ [Tooltip("A count of the number of EditorUpdate coroutines that are currently running.")]
+ public int EditorUpdateCoroutines;
+ /// <summary>
+ /// The number of coroutines that are being run in the EditorSlowUpdate segment.
+ /// </summary>
+ [Tooltip("A count of the number of EditorSlowUpdate coroutines that are currently running.")]
+ public int EditorSlowUpdateCoroutines;
+ /// <summary>
+ /// The number of coroutines that are being run in the EndOfFrame segment.
+ /// </summary>
+ [Tooltip("A count of the number of EndOfFrame coroutines that are currently running.")]
+ public int EndOfFrameCoroutines;
+ /// <summary>
+ /// The number of coroutines that are being run in the ManualTimeframe segment.
+ /// </summary>
+ [Tooltip("A count of the number of ManualTimeframe coroutines that are currently running.")]
+ public int ManualTimeframeCoroutines;
+
+ /// <summary>
+ /// The time in seconds that the current segment has been running.
+ /// </summary>
+ [HideInInspector]
+ public double localTime;
+ /// <summary>
+ /// The time in seconds that the current segment has been running.
+ /// </summary>
+ public static float LocalTime { get { return (float)Instance.localTime; } }
+ /// <summary>
+ /// The amount of time in fractional seconds that elapsed between this frame and the last frame.
+ /// </summary>
+ [HideInInspector]
+ public float deltaTime;
+ /// <summary>
+ /// The amount of time in fractional seconds that elapsed between this frame and the last frame.
+ /// </summary>
+ public static float DeltaTime { get { return Instance.deltaTime; } }
+ /// <summary>
+ /// When defined, all errors from inside coroutines will be passed into this function instead of falling through to the Unity console.
+ /// </summary>
+ public System.Action<System.Exception> OnError;
+ /// <summary>
+ /// When defined, this function will be called every time manual timeframe needs to be set. The last manual timeframe time is passed in, and
+ /// the new manual timeframe time needs to be returned. If this function is left as null, manual timeframe will be set to the current Time.time.
+ /// </summary>
+ public System.Func<double, double> SetManualTimeframeTime;
+ /// <summary>
+ /// Used for advanced coroutine control.
+ /// </summary>
+ public static System.Func<IEnumerator<float>, Timing, CoroutineHandle, IEnumerator<float>> ReplacementFunction;
+
+ private bool _runningUpdate;
+ private bool _runningFixedUpdate;
+ private bool _runningLateUpdate;
+ private bool _runningRealtimeUpdate;
+ private bool _runningEditorUpdate;
+ private int _nextUpdateProcessSlot;
+ private int _nextLateUpdateProcessSlot;
+ private int _nextFixedUpdateProcessSlot;
+ private int _nextSlowUpdateProcessSlot;
+ private int _nextRealtimeUpdateProcessSlot;
+ private int _nextEditorUpdateProcessSlot;
+ private int _nextEditorSlowUpdateProcessSlot;
+ private int _nextEndOfFrameProcessSlot;
+ private int _nextManualTimeframeProcessSlot;
+ private double _lastUpdateTime;
+ private double _lastLateUpdateTime;
+ private double _lastFixedUpdateTime;
+ private double _lastSlowUpdateTime;
+ private double _lastRealtimeUpdateTime;
+ private double _lastEditorUpdateTime;
+ private double _lastEditorSlowUpdateTime;
+ private double _lastManualTimeframeTime;
+ private ushort _framesSinceUpdate;
+ private ushort _expansions = 1;
+ private byte _instanceID;
+ private bool _EOFPumpRan;
+
+ private readonly WaitForEndOfFrame _EOFWaitObject = new WaitForEndOfFrame();
+ private readonly Dictionary<CoroutineHandle, HashSet<ProcessData>> _waitingTriggers = new Dictionary<CoroutineHandle, HashSet<ProcessData>>();
+ private readonly Queue<System.Exception> _exceptions = new Queue<System.Exception>();
+ private readonly Dictionary<CoroutineHandle, ProcessIndex> _handleToIndex = new Dictionary<CoroutineHandle, ProcessIndex>();
+ private readonly Dictionary<ProcessIndex, CoroutineHandle> _indexToHandle = new Dictionary<ProcessIndex, CoroutineHandle>();
+ private readonly Dictionary<ProcessIndex, string> _processTags = new Dictionary<ProcessIndex, string>();
+ private readonly Dictionary<string, HashSet<ProcessIndex>> _taggedProcesses = new Dictionary<string, HashSet<ProcessIndex>>();
+ private readonly Dictionary<ProcessIndex, int> _processLayers = new Dictionary<ProcessIndex, int>();
+ private readonly Dictionary<int, HashSet<ProcessIndex>> _layeredProcesses = new Dictionary<int, HashSet<ProcessIndex>>();
+
+ private IEnumerator<float>[] UpdateProcesses = new IEnumerator<float>[InitialBufferSizeLarge];
+ private IEnumerator<float>[] LateUpdateProcesses = new IEnumerator<float>[InitialBufferSizeSmall];
+ private IEnumerator<float>[] FixedUpdateProcesses = new IEnumerator<float>[InitialBufferSizeMedium];
+ private IEnumerator<float>[] SlowUpdateProcesses = new IEnumerator<float>[InitialBufferSizeMedium];
+ private IEnumerator<float>[] RealtimeUpdateProcesses = new IEnumerator<float>[InitialBufferSizeSmall];
+ private IEnumerator<float>[] EditorUpdateProcesses = new IEnumerator<float>[InitialBufferSizeSmall];
+ private IEnumerator<float>[] EditorSlowUpdateProcesses = new IEnumerator<float>[InitialBufferSizeSmall];
+ private IEnumerator<float>[] EndOfFrameProcesses = new IEnumerator<float>[InitialBufferSizeSmall];
+ private IEnumerator<float>[] ManualTimeframeProcesses = new IEnumerator<float>[InitialBufferSizeSmall];
+
+ private volatile bool[] UpdatePaused = new bool[InitialBufferSizeLarge];
+ private volatile bool[] LateUpdatePaused = new bool[InitialBufferSizeSmall];
+ private volatile bool[] FixedUpdatePaused = new bool[InitialBufferSizeMedium];
+ private volatile bool[] SlowUpdatePaused = new bool[InitialBufferSizeMedium];
+ private volatile bool[] RealtimeUpdatePaused = new bool[InitialBufferSizeSmall];
+ private volatile bool[] EditorUpdatePaused = new bool[InitialBufferSizeSmall];
+ private volatile bool[] EditorSlowUpdatePaused = new bool[InitialBufferSizeSmall];
+ private volatile bool[] EndOfFramePaused = new bool[InitialBufferSizeSmall];
+ private volatile bool[] ManualTimeframePaused = new bool[InitialBufferSizeSmall];
+
+ 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 readonly Dictionary<byte, Timing> ActiveInstances = new Dictionary<byte, Timing>();
+ private static Timing _instance;
+
+ public static Timing Instance
+ {
+ get
+ {
+ if (_instance == null || !_instance.gameObject)
+ {
+ GameObject instanceHome = GameObject.Find("Movement Effects");
+ System.Type movementType =
+ System.Type.GetType("MovementEffects.Movement, MovementOverTime, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null");
+
+ if (instanceHome == null)
+ {
+ instanceHome = new GameObject { name = "Movement Effects" };
+ DontDestroyOnLoad(instanceHome);
+
+ if (movementType != null)
+ instanceHome.AddComponent(movementType);
+
+ _instance = instanceHome.AddComponent<Timing>();
+ }
+ else
+ {
+ if (movementType != null && instanceHome.GetComponent(movementType) == null)
+ instanceHome.AddComponent(movementType);
+
+ _instance = instanceHome.GetComponent<Timing>() ?? instanceHome.AddComponent<Timing>();
+ }
+ }
+
+ return _instance;
+ }
+
+ set { _instance = value; }
+ }
+
+ void Awake()
+ {
+ if (_instance == null)
+ _instance = this;
+ else
+ deltaTime = Instance.deltaTime;
+
+ _instanceID = 0x01;
+ while (ActiveInstances.ContainsKey(_instanceID))
+ _instanceID++;
+
+ if (_instanceID == 0x20)
+ {
+ GameObject.Destroy(gameObject);
+ throw new System.OverflowException("You are only allowed 31 instances of MEC at one time.");
+ }
+
+ ActiveInstances.Add(_instanceID, this);
+ }
+
+ void OnDestroy()
+ {
+ if (_instance == this)
+ _instance = null;
+
+ ActiveInstances.Remove(_instanceID);
+ }
+
+ void OnEnable()
+ {
+ if (_nextEditorUpdateProcessSlot > 0 || _nextEditorSlowUpdateProcessSlot > 0)
+ OnEditorStart();
+
+ if (_nextEndOfFrameProcessSlot > 0)
+ RunCoroutineSingletonOnInstance(_EOFPumpWatcher(), "MEC_EOFPumpWatcher");
+ }
+
+ void Update()
+ {
+ if (_lastSlowUpdateTime + TimeBetweenSlowUpdateCalls < ThreadSafeElapsedTime.GetElapsedSecondsSinceStartUp() && _nextSlowUpdateProcessSlot > 0)
+ {
+ ProcessIndex coindex = new ProcessIndex { seg = Segment.SlowUpdate };
+ UpdateTimeValues(coindex.seg);
+
+ for (coindex.i = 0; coindex.i < _nextSlowUpdateProcessSlot; coindex.i++)
+ {
+ if (!SlowUpdatePaused[coindex.i] && SlowUpdateProcesses[coindex.i] != null && !(localTime < SlowUpdateProcesses[coindex.i].Current))
+ {
+ if (ProfilerDebugAmount != DebugInfoType.None)
+ {
+ Profiler.BeginSample(ProfilerDebugAmount == DebugInfoType.SeperateTags ? ("Processing Coroutine (Slow Update), " +
+ (_processLayers.ContainsKey(coindex) ? "layer " + _processLayers[coindex] : "no layer") +
+ (_processTags.ContainsKey(coindex) ? ", tag " + _processTags[coindex] : ", no tag"))
+ : "Processing Coroutine (Slow Update)");
+ }
+
+ try
+ {
+ if (!SlowUpdateProcesses[coindex.i].MoveNext())
+ {
+ SlowUpdateProcesses[coindex.i] = null;
+ }
+ else if (SlowUpdateProcesses[coindex.i] != null && float.IsNaN(SlowUpdateProcesses[coindex.i].Current))
+ {
+ if (ReplacementFunction == null)
+ {
+ SlowUpdateProcesses[coindex.i] = null;
+ }
+ else
+ {
+ SlowUpdateProcesses[coindex.i] = ReplacementFunction(SlowUpdateProcesses[coindex.i], this, _indexToHandle[coindex]);
+
+ ReplacementFunction = null;
+ coindex.i--;
+ }
+ }
+ }
+ catch (System.Exception ex)
+ {
+ if (OnError == null)
+ _exceptions.Enqueue(ex);
+ else
+ OnError(ex);
+
+ SlowUpdateProcesses[coindex.i] = null;
+ }
+
+ if (ProfilerDebugAmount != DebugInfoType.None)
+ Profiler.EndSample();
+ }
+ }
+ }
+
+ if (_nextRealtimeUpdateProcessSlot > 0)
+ {
+ ProcessIndex coindex = new ProcessIndex { seg = Segment.RealtimeUpdate };
+ _runningRealtimeUpdate = true;
+ UpdateTimeValues(coindex.seg);
+
+ for (coindex.i = 0; coindex.i < _nextRealtimeUpdateProcessSlot; coindex.i++)
+ {
+ if (!RealtimeUpdatePaused[coindex.i] && RealtimeUpdateProcesses[coindex.i] != null && !(localTime < RealtimeUpdateProcesses[coindex.i].Current))
+ {
+ if (ProfilerDebugAmount != DebugInfoType.None)
+ {
+ Profiler.BeginSample(ProfilerDebugAmount == DebugInfoType.SeperateTags ? ("Processing Coroutine (Realtime Update), " +
+ (_processLayers.ContainsKey(coindex) ? "layer " + _processLayers[coindex] : "no layer") +
+ (_processTags.ContainsKey(coindex) ? ", tag " + _processTags[coindex] : ", no tag"))
+ : "Processing Coroutine (Realtime Update)");
+ }
+
+ try
+ {
+ if (!RealtimeUpdateProcesses[coindex.i].MoveNext())
+ {
+ RealtimeUpdateProcesses[coindex.i] = null;
+ }
+ else if (RealtimeUpdateProcesses[coindex.i] != null && float.IsNaN(RealtimeUpdateProcesses[coindex.i].Current))
+ {
+ if (ReplacementFunction == null)
+ {
+ RealtimeUpdateProcesses[coindex.i] = null;
+ }
+ else
+ {
+ RealtimeUpdateProcesses[coindex.i] = ReplacementFunction(RealtimeUpdateProcesses[coindex.i], this, _indexToHandle[coindex]);
+
+ ReplacementFunction = null;
+ coindex.i--;
+ }
+ }
+ }
+ catch (System.Exception ex)
+ {
+ if (OnError == null)
+ _exceptions.Enqueue(ex);
+ else
+ OnError(ex);
+
+ RealtimeUpdateProcesses[coindex.i] = null;
+ }
+
+ if (ProfilerDebugAmount != DebugInfoType.None)
+ Profiler.EndSample();
+ }
+ }
+
+ _runningRealtimeUpdate = false;
+ }
+
+ if (_nextUpdateProcessSlot > 0)
+ {
+ ProcessIndex coindex = new ProcessIndex { seg = Segment.Update };
+ _runningUpdate = true;
+ UpdateTimeValues(coindex.seg);
+
+ for (coindex.i = 0; coindex.i < _nextUpdateProcessSlot; coindex.i++)
+ {
+ if (!UpdatePaused[coindex.i] && UpdateProcesses[coindex.i] != null && !(localTime < UpdateProcesses[coindex.i].Current))
+ {
+ if (ProfilerDebugAmount != DebugInfoType.None)
+ {
+ Profiler.BeginSample(ProfilerDebugAmount == DebugInfoType.SeperateTags ? ("Processing Coroutine, " +
+ (_processLayers.ContainsKey(coindex) ? "layer " + _processLayers[coindex] : "no layer") +
+ (_processTags.ContainsKey(coindex) ? ", tag " + _processTags[coindex] : ", no tag")) : "Processing Coroutine");
+ }
+
+ try
+ {
+ if (!UpdateProcesses[coindex.i].MoveNext())
+ {
+ UpdateProcesses[coindex.i] = null;
+ }
+ else if (UpdateProcesses[coindex.i] != null && float.IsNaN(UpdateProcesses[coindex.i].Current))
+ {
+ if (ReplacementFunction == null)
+ {
+ UpdateProcesses[coindex.i] = null;
+ }
+ else
+ {
+ UpdateProcesses[coindex.i] = ReplacementFunction(UpdateProcesses[coindex.i], this, _indexToHandle[coindex]);
+
+ ReplacementFunction = null;
+ coindex.i--;
+ }
+ }
+ }
+ catch (System.Exception ex)
+ {
+ if (OnError == null)
+ _exceptions.Enqueue(ex);
+ else
+ OnError(ex);
+
+ UpdateProcesses[coindex.i] = null;
+ }
+
+ if (ProfilerDebugAmount != DebugInfoType.None)
+ Profiler.EndSample();
+ }
+ }
+
+ _runningUpdate = false;
+ }
+
+ if (AutoTriggerManualTimeframe)
+ {
+ TriggerManualTimeframeUpdate();
+ }
+ else
+ {
+ if (++_framesSinceUpdate > FramesUntilMaintenance)
+ {
+ _framesSinceUpdate = 0;
+
+ if (ProfilerDebugAmount != DebugInfoType.None)
+ Profiler.BeginSample("Maintenance Task");
+
+ RemoveUnused();
+
+ if (ProfilerDebugAmount != DebugInfoType.None)
+ Profiler.EndSample();
+ }
+
+ if (_exceptions.Count > 0)
+ throw _exceptions.Dequeue();
+ }
+ }
+
+ void FixedUpdate()
+ {
+ if (_nextFixedUpdateProcessSlot > 0)
+ {
+ ProcessIndex coindex = new ProcessIndex { seg = Segment.FixedUpdate };
+ _runningFixedUpdate = true;
+ UpdateTimeValues(coindex.seg);
+
+ for (coindex.i = 0; coindex.i < _nextFixedUpdateProcessSlot; coindex.i++)
+ {
+ if (!FixedUpdatePaused[coindex.i] && FixedUpdateProcesses[coindex.i] != null && !(localTime < FixedUpdateProcesses[coindex.i].Current))
+ {
+ if (ProfilerDebugAmount != DebugInfoType.None)
+ {
+ Profiler.BeginSample(ProfilerDebugAmount == DebugInfoType.SeperateTags ? ("Processing Coroutine, " +
+ (_processLayers.ContainsKey(coindex) ? "layer " + _processLayers[coindex] : "no layer") +
+ (_processTags.ContainsKey(coindex) ? ", tag " + _processTags[coindex] : ", no tag")) : "Processing Coroutine");
+ }
+
+ try
+ {
+ if (!FixedUpdateProcesses[coindex.i].MoveNext())
+ {
+ FixedUpdateProcesses[coindex.i] = null;
+ }
+ else if (FixedUpdateProcesses[coindex.i] != null && float.IsNaN(FixedUpdateProcesses[coindex.i].Current))
+ {
+ if (ReplacementFunction == null)
+ {
+ FixedUpdateProcesses[coindex.i] = null;
+ }
+ else
+ {
+ FixedUpdateProcesses[coindex.i] = ReplacementFunction(FixedUpdateProcesses[coindex.i], this, _indexToHandle[coindex]);
+
+ ReplacementFunction = null;
+ coindex.i--;
+ }
+ }
+ }
+ catch (System.Exception ex)
+ {
+ if (OnError == null)
+ _exceptions.Enqueue(ex);
+ else
+ OnError(ex);
+
+ FixedUpdateProcesses[coindex.i] = null;
+ }
+
+ if (ProfilerDebugAmount != DebugInfoType.None)
+ Profiler.EndSample();
+ }
+ }
+
+ _runningFixedUpdate = false;
+ }
+
+ if (_exceptions.Count > 0)
+ throw _exceptions.Dequeue();
+ }
+
+ void LateUpdate()
+ {
+ if (_nextLateUpdateProcessSlot > 0)
+ {
+ ProcessIndex coindex = new ProcessIndex { seg = Segment.LateUpdate };
+ _runningLateUpdate = true;
+ UpdateTimeValues(coindex.seg);
+
+ for (coindex.i = 0; coindex.i < _nextLateUpdateProcessSlot; coindex.i++)
+ {
+ if (!LateUpdatePaused[coindex.i] && LateUpdateProcesses[coindex.i] != null && !(localTime < LateUpdateProcesses[coindex.i].Current))
+ {
+ if (ProfilerDebugAmount != DebugInfoType.None)
+ {
+ Profiler.BeginSample(ProfilerDebugAmount == DebugInfoType.SeperateTags ? ("Processing Coroutine, " +
+ (_processLayers.ContainsKey(coindex) ? "layer " + _processLayers[coindex] : "no layer") +
+ (_processTags.ContainsKey(coindex) ? ", tag " + _processTags[coindex] : ", no tag")) : "Processing Coroutine");
+ }
+
+ try
+ {
+ if (!LateUpdateProcesses[coindex.i].MoveNext())
+ {
+ LateUpdateProcesses[coindex.i] = null;
+ }
+ else if (LateUpdateProcesses[coindex.i] != null && float.IsNaN(LateUpdateProcesses[coindex.i].Current))
+ {
+ if (ReplacementFunction == null)
+ {
+ LateUpdateProcesses[coindex.i] = null;
+ }
+ else
+ {
+ LateUpdateProcesses[coindex.i] = ReplacementFunction(LateUpdateProcesses[coindex.i], this, _indexToHandle[coindex]);
+
+ ReplacementFunction = null;
+ coindex.i--;
+ }
+ }
+ }
+ catch (System.Exception ex)
+ {
+ if (OnError == null)
+ _exceptions.Enqueue(ex);
+ else
+ OnError(ex);
+
+ LateUpdateProcesses[coindex.i] = null;
+ }
+
+ if (ProfilerDebugAmount != DebugInfoType.None)
+ Profiler.EndSample();
+ }
+ }
+
+ _runningLateUpdate = false;
+ }
+
+ if (_exceptions.Count > 0)
+ throw _exceptions.Dequeue();
+ }
+
+ /// <summary>
+ /// This will trigger an update in the manual timeframe segment. If the AutoTriggerManualTimeframeDuringUpdate variable is set to true
+ /// then this function will be automitically called every Update, so you would normally want to set that variable to false before
+ /// calling this function yourself.
+ /// </summary>
+ public void TriggerManualTimeframeUpdate()
+ {
+ if (_nextManualTimeframeProcessSlot > 0)
+ {
+ ProcessIndex coindex = new ProcessIndex { seg = Segment.ManualTimeframe };
+ UpdateTimeValues(coindex.seg);
+
+ for (coindex.i = 0; coindex.i < _nextManualTimeframeProcessSlot; coindex.i++)
+ {
+ if (!ManualTimeframePaused[coindex.i] && ManualTimeframeProcesses[coindex.i] != null &&
+ !(localTime < ManualTimeframeProcesses[coindex.i].Current))
+ {
+ if (ProfilerDebugAmount != DebugInfoType.None)
+ {
+ Profiler.BeginSample(ProfilerDebugAmount == DebugInfoType.SeperateTags ? ("Processing Coroutine (Manual Timeframe), " +
+ (_processLayers.ContainsKey(coindex) ? "layer " + _processLayers[coindex] : "no layer") +
+ (_processTags.ContainsKey(coindex) ? ", tag " + _processTags[coindex] : ", no tag"))
+ : "Processing Coroutine (Manual Timeframe)");
+ }
+
+ try
+ {
+ if (!ManualTimeframeProcesses[coindex.i].MoveNext())
+ {
+ ManualTimeframeProcesses[coindex.i] = null;
+ }
+ else if (ManualTimeframeProcesses[coindex.i] != null && float.IsNaN(ManualTimeframeProcesses[coindex.i].Current))
+ {
+ if (ReplacementFunction == null)
+ {
+ ManualTimeframeProcesses[coindex.i] = null;
+ }
+ else
+ {
+ ManualTimeframeProcesses[coindex.i] = ReplacementFunction(ManualTimeframeProcesses[coindex.i],
+ this, _indexToHandle[coindex]);
+
+ ReplacementFunction = null;
+ coindex.i--;
+ }
+ }
+ }
+ catch (System.Exception ex)
+ {
+ if (OnError == null)
+ _exceptions.Enqueue(ex);
+ else
+ OnError(ex);
+
+ ManualTimeframeProcesses[coindex.i] = null;
+ }
+
+ if (ProfilerDebugAmount != DebugInfoType.None)
+ Profiler.EndSample();
+ }
+ }
+ }
+
+ if (++_framesSinceUpdate > FramesUntilMaintenance)
+ {
+ _framesSinceUpdate = 0;
+
+ if (ProfilerDebugAmount != DebugInfoType.None)
+ Profiler.BeginSample("Maintenance Task");
+
+ RemoveUnused();
+
+ if (ProfilerDebugAmount != DebugInfoType.None)
+ Profiler.EndSample();
+ }
+
+ if (_exceptions.Count > 0)
+ throw _exceptions.Dequeue();
+ }
+
+ private bool OnEditorStart()
+ {
+#if UNITY_EDITOR
+ if (EditorApplication.isPlayingOrWillChangePlaymode)
+ return false;
+
+ if (_lastEditorUpdateTime == 0d)
+ _lastEditorUpdateTime = EditorApplication.timeSinceStartup;
+
+ EditorApplication.update -= OnEditorUpdate;
+
+ EditorApplication.update += OnEditorUpdate;
+
+ return true;
+#else
+ return false;
+#endif
+ }
+
+#if UNITY_EDITOR
+ private void OnEditorUpdate()
+ {
+ if (EditorApplication.isPlayingOrWillChangePlaymode)
+ {
+ for (int i = 0; i < _nextEditorUpdateProcessSlot; i++)
+ EditorUpdateProcesses[i] = null;
+ _nextEditorUpdateProcessSlot = 0;
+ for (int i = 0; i < _nextEditorSlowUpdateProcessSlot; i++)
+ EditorSlowUpdateProcesses[i] = null;
+ _nextEditorSlowUpdateProcessSlot = 0;
+
+ EditorApplication.update -= OnEditorUpdate;
+ _instance = null;
+ }
+
+ if (_lastEditorSlowUpdateTime + TimeBetweenSlowUpdateCalls < EditorApplication.timeSinceStartup && _nextEditorSlowUpdateProcessSlot > 0)
+ {
+ ProcessIndex coindex = new ProcessIndex { seg = Segment.EditorSlowUpdate };
+ UpdateTimeValues(coindex.seg);
+
+ for (coindex.i = 0; coindex.i < _nextEditorSlowUpdateProcessSlot; coindex.i++)
+ {
+ if (!EditorSlowUpdatePaused[coindex.i] && EditorSlowUpdateProcesses[coindex.i] != null &&
+ !(EditorApplication.timeSinceStartup < EditorSlowUpdateProcesses[coindex.i].Current))
+ {
+ try
+ {
+ if (!EditorSlowUpdateProcesses[coindex.i].MoveNext())
+ {
+ EditorSlowUpdateProcesses[coindex.i] = null;
+ }
+ else if (EditorSlowUpdateProcesses[coindex.i] != null && float.IsNaN(EditorSlowUpdateProcesses[coindex.i].Current))
+ {
+ if (ReplacementFunction == null)
+ {
+ EditorSlowUpdateProcesses[coindex.i] = null;
+ }
+ else
+ {
+ EditorSlowUpdateProcesses[coindex.i] = ReplacementFunction(EditorSlowUpdateProcesses[coindex.i],
+ this, _indexToHandle[coindex]);
+
+ ReplacementFunction = null;
+ coindex.i--;
+ }
+ }
+ }
+ catch (System.Exception ex)
+ {
+ if (OnError == null)
+ _exceptions.Enqueue(ex);
+ else
+ OnError(ex);
+
+ EditorSlowUpdateProcesses[coindex.i] = null;
+ }
+ }
+ }
+ }
+
+ if (_nextEditorUpdateProcessSlot > 0)
+ {
+ ProcessIndex coindex = new ProcessIndex { seg = Segment.EditorUpdate };
+ _runningEditorUpdate = true;
+ UpdateTimeValues(coindex.seg);
+
+ for (coindex.i = 0; coindex.i < _nextEditorUpdateProcessSlot; coindex.i++)
+ {
+ if (!EditorUpdatePaused[coindex.i] && EditorUpdateProcesses[coindex.i] != null &&
+ !(EditorApplication.timeSinceStartup < EditorUpdateProcesses[coindex.i].Current))
+ {
+ try
+ {
+ if (!EditorUpdateProcesses[coindex.i].MoveNext())
+ {
+ EditorUpdateProcesses[coindex.i] = null;
+ }
+ else if (EditorUpdateProcesses[coindex.i] != null && float.IsNaN(EditorUpdateProcesses[coindex.i].Current))
+ {
+ if (ReplacementFunction == null)
+ {
+ EditorUpdateProcesses[coindex.i] = null;
+ }
+ else
+ {
+ EditorUpdateProcesses[coindex.i] = ReplacementFunction(EditorUpdateProcesses[coindex.i], this, _indexToHandle[coindex]);
+
+ ReplacementFunction = null;
+ coindex.i--;
+ }
+ }
+ }
+ catch (System.Exception ex)
+ {
+ if (OnError == null)
+ _exceptions.Enqueue(ex);
+ else
+ OnError(ex);
+
+ EditorUpdateProcesses[coindex.i] = null;
+ }
+ }
+ }
+
+ _runningEditorUpdate = false;
+ }
+
+ if (++_framesSinceUpdate > FramesUntilMaintenance)
+ {
+ _framesSinceUpdate = 0;
+
+ EditorRemoveUnused();
+ }
+
+ if (_exceptions.Count > 0)
+ throw _exceptions.Dequeue();
+ }
+#endif
+
+ private IEnumerator<float> _EOFPumpWatcher()
+ {
+ while (_nextEndOfFrameProcessSlot > 0)
+ {
+ if (!_EOFPumpRan)
+ base.StartCoroutine(_EOFPump());
+
+ _EOFPumpRan = false;
+
+ yield return 0f;
+ }
+
+ _EOFPumpRan = false;
+ }
+
+ private System.Collections.IEnumerator _EOFPump()
+ {
+ while (_nextEndOfFrameProcessSlot > 0)
+ {
+ yield return _EOFWaitObject;
+
+ ProcessIndex coindex = new ProcessIndex { seg = Segment.EndOfFrame };
+ _EOFPumpRan = true;
+ UpdateTimeValues(coindex.seg);
+
+ for (coindex.i = 0; coindex.i < _nextEndOfFrameProcessSlot; coindex.i++)
+ {
+ if (!EndOfFramePaused[coindex.i] && EndOfFrameProcesses[coindex.i] != null && !(localTime < EndOfFrameProcesses[coindex.i].Current))
+ {
+ if (ProfilerDebugAmount != DebugInfoType.None)
+ {
+ Profiler.BeginSample(ProfilerDebugAmount == DebugInfoType.SeperateTags ? ("Processing Coroutine, " +
+ (_processLayers.ContainsKey(coindex) ? "layer " + _processLayers[coindex] : "no layer") +
+ (_processTags.ContainsKey(coindex) ? ", tag " + _processTags[coindex] : ", no tag")) : "Processing Coroutine");
+ }
+
+ try
+ {
+ if (!EndOfFrameProcesses[coindex.i].MoveNext())
+ {
+ EndOfFrameProcesses[coindex.i] = null;
+ }
+ else if (EndOfFrameProcesses[coindex.i] != null && float.IsNaN(EndOfFrameProcesses[coindex.i].Current))
+ {
+ if (ReplacementFunction == null)
+ {
+ EndOfFrameProcesses[coindex.i] = null;
+ }
+ else
+ {
+ EndOfFrameProcesses[coindex.i] = ReplacementFunction(EndOfFrameProcesses[coindex.i], this, _indexToHandle[coindex]);
+
+ ReplacementFunction = null;
+ coindex.i--;
+ }
+ }
+ }
+ catch (System.Exception ex)
+ {
+ if (OnError == null)
+ _exceptions.Enqueue(ex);
+ else
+ OnError(ex);
+
+ EndOfFrameProcesses[coindex.i] = null;
+ }
+
+ if (ProfilerDebugAmount != DebugInfoType.None)
+ Profiler.EndSample();
+ }
+ }
+ }
+ }
+
+ 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];
+ MoveGraffiti(outer, inner);
+ }
+ inner.i++;
+ }
+ }
+ for (outer.i = inner.i; outer.i < _nextUpdateProcessSlot; outer.i++)
+ {
+ UpdateProcesses[outer.i] = null;
+ UpdatePaused[outer.i] = false;
+ RemoveGraffiti(outer);
+ }
+
+ UpdateCoroutines = _nextUpdateProcessSlot = inner.i;
+
+ outer.seg = inner.seg = Segment.FixedUpdate;
+ for (outer.i = inner.i = 0; outer.i < _nextFixedUpdateProcessSlot; outer.i++)
+ {
+ if (FixedUpdateProcesses[outer.i] != null)
+ {
+ if (outer.i != inner.i)
+ {
+ FixedUpdateProcesses[inner.i] = FixedUpdateProcesses[outer.i];
+ FixedUpdatePaused[inner.i] = FixedUpdatePaused[outer.i];
+ MoveGraffiti(outer, inner);
+ }
+ inner.i++;
+ }
+ }
+ for (outer.i = inner.i; outer.i < _nextFixedUpdateProcessSlot; outer.i++)
+ {
+ FixedUpdateProcesses[outer.i] = null;
+ FixedUpdatePaused[outer.i] = false;
+ RemoveGraffiti(outer);
+ }
+
+ FixedUpdateCoroutines = _nextFixedUpdateProcessSlot = inner.i;
+
+ outer.seg = inner.seg = Segment.LateUpdate;
+ for (outer.i = inner.i = 0; outer.i < _nextLateUpdateProcessSlot; outer.i++)
+ {
+ if (LateUpdateProcesses[outer.i] != null)
+ {
+ if (outer.i != inner.i)
+ {
+ LateUpdateProcesses[inner.i] = LateUpdateProcesses[outer.i];
+ LateUpdatePaused[inner.i] = LateUpdatePaused[outer.i];
+ MoveGraffiti(outer, inner);
+ }
+ inner.i++;
+ }
+ }
+ for (outer.i = inner.i; outer.i < _nextLateUpdateProcessSlot; outer.i++)
+ {
+ LateUpdateProcesses[outer.i] = null;
+ LateUpdatePaused[outer.i] = false;
+ RemoveGraffiti(outer);
+ }
+
+ LateUpdateCoroutines = _nextLateUpdateProcessSlot = inner.i;
+
+ outer.seg = inner.seg = Segment.SlowUpdate;
+ for (outer.i = inner.i = 0; outer.i < _nextSlowUpdateProcessSlot; outer.i++)
+ {
+ if (SlowUpdateProcesses[outer.i] != null)
+ {
+ if (outer.i != inner.i)
+ {
+ SlowUpdateProcesses[inner.i] = SlowUpdateProcesses[outer.i];
+ SlowUpdatePaused[inner.i] = SlowUpdatePaused[outer.i];
+ MoveGraffiti(outer, inner);
+ }
+ inner.i++;
+ }
+ }
+ for (outer.i = inner.i; outer.i < _nextSlowUpdateProcessSlot; outer.i++)
+ {
+ SlowUpdateProcesses[outer.i] = null;
+ SlowUpdatePaused[outer.i] = false;
+ RemoveGraffiti(outer);
+ }
+
+ SlowUpdateCoroutines = _nextSlowUpdateProcessSlot = inner.i;
+
+ outer.seg = inner.seg = Segment.RealtimeUpdate;
+ for (outer.i = inner.i = 0; outer.i < _nextRealtimeUpdateProcessSlot; outer.i++)
+ {
+ if (RealtimeUpdateProcesses[outer.i] != null)
+ {
+ if (outer.i != inner.i)
+ {
+ RealtimeUpdateProcesses[inner.i] = RealtimeUpdateProcesses[outer.i];
+ RealtimeUpdatePaused[inner.i] = RealtimeUpdatePaused[outer.i];
+ MoveGraffiti(outer, inner);
+ }
+ inner.i++;
+ }
+ }
+ for (outer.i = inner.i; outer.i < _nextRealtimeUpdateProcessSlot; outer.i++)
+ {
+ RealtimeUpdateProcesses[outer.i] = null;
+ RealtimeUpdatePaused[outer.i] = false;
+ RemoveGraffiti(outer);
+ }
+
+ RealtimeUpdateCoroutines = _nextRealtimeUpdateProcessSlot = inner.i;
+
+ outer.seg = inner.seg = Segment.EndOfFrame;
+ for (outer.i = inner.i = 0; outer.i < _nextEndOfFrameProcessSlot; outer.i++)
+ {
+ if (EndOfFrameProcesses[outer.i] != null)
+ {
+ if (outer.i != inner.i)
+ {
+ EndOfFrameProcesses[inner.i] = EndOfFrameProcesses[outer.i];
+ EndOfFramePaused[inner.i] = EndOfFramePaused[outer.i];
+ MoveGraffiti(outer, inner);
+ }
+ inner.i++;
+ }
+ }
+ for (outer.i = inner.i; outer.i < _nextEndOfFrameProcessSlot; outer.i++)
+ {
+ EndOfFrameProcesses[outer.i] = null;
+ EndOfFramePaused[outer.i] = false;
+ RemoveGraffiti(outer);
+ }
+
+ EndOfFrameCoroutines = _nextEndOfFrameProcessSlot = inner.i;
+
+ outer.seg = inner.seg = Segment.ManualTimeframe;
+ for (outer.i = inner.i = 0; outer.i < _nextManualTimeframeProcessSlot; outer.i++)
+ {
+ if (ManualTimeframeProcesses[outer.i] != null)
+ {
+ if (outer.i != inner.i)
+ {
+ ManualTimeframeProcesses[inner.i] = ManualTimeframeProcesses[outer.i];
+ ManualTimeframePaused[inner.i] = ManualTimeframePaused[outer.i];
+ MoveGraffiti(outer, inner);
+ }
+ inner.i++;
+ }
+ }
+ for (outer.i = inner.i; outer.i < _nextManualTimeframeProcessSlot; outer.i++)
+ {
+ ManualTimeframeProcesses[outer.i] = null;
+ ManualTimeframePaused[outer.i] = false;
+ RemoveGraffiti(outer);
+ }
+
+ ManualTimeframeCoroutines = _nextManualTimeframeProcessSlot = inner.i;
+ }
+
+ private void EditorRemoveUnused()
+ {
+ var waitTrigsEnum = _waitingTriggers.GetEnumerator();
+ while (waitTrigsEnum.MoveNext())
+ {
+ if (_handleToIndex.ContainsKey(waitTrigsEnum.Current.Key) && CoindexIsNull(_handleToIndex[waitTrigsEnum.Current.Key]))
+ {
+ CloseWaitingProcess(waitTrigsEnum.Current.Key);
+ waitTrigsEnum = _waitingTriggers.GetEnumerator();
+ }
+ }
+
+ ProcessIndex outer, inner;
+ outer.seg = inner.seg = Segment.EditorUpdate;
+ for (outer.i = inner.i = 0; outer.i < _nextEditorUpdateProcessSlot; outer.i++)
+ {
+ if (EditorUpdateProcesses[outer.i] != null)
+ {
+ if (outer.i != inner.i)
+ {
+ EditorUpdateProcesses[inner.i] = EditorUpdateProcesses[outer.i];
+ EditorUpdatePaused[inner.i] = EditorUpdatePaused[outer.i];
+ MoveGraffiti(outer, inner);
+ }
+ inner.i++;
+ }
+ }
+ for (outer.i = inner.i; outer.i < _nextEditorUpdateProcessSlot; outer.i++)
+ {
+ EditorUpdateProcesses[outer.i] = null;
+ EditorUpdatePaused[outer.i] = false;
+ RemoveGraffiti(outer);
+ }
+
+ EditorUpdateCoroutines = _nextEditorUpdateProcessSlot = inner.i;
+
+ outer.seg = inner.seg = Segment.EditorSlowUpdate;
+ for (outer.i = inner.i = 0; outer.i < _nextEditorSlowUpdateProcessSlot; outer.i++)
+ {
+ if (EditorSlowUpdateProcesses[outer.i] != null)
+ {
+ if (outer.i != inner.i)
+ {
+ EditorSlowUpdateProcesses[inner.i] = EditorSlowUpdateProcesses[outer.i];
+ EditorUpdatePaused[inner.i] = EditorUpdatePaused[outer.i];
+ MoveGraffiti(outer, inner);
+ }
+ inner.i++;
+ }
+ }
+ for (outer.i = inner.i; outer.i < _nextEditorSlowUpdateProcessSlot; outer.i++)
+ {
+ EditorSlowUpdateProcesses[outer.i] = null;
+ EditorSlowUpdatePaused[outer.i] = false;
+ RemoveGraffiti(outer);
+ }
+
+ EditorSlowUpdateCoroutines = _nextEditorSlowUpdateProcessSlot = inner.i;
+ }
+
+ /// <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)
+ {
+ return ActiveInstances.ContainsKey(ID) ? ActiveInstances[ID] : null;
+ }
+
+ /// <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, null, new CoroutineHandle(Instance._instanceID), true);
+ }
+
+ /// <summary>
+ /// Run a new coroutine in the Update segment.
+ /// </summary>
+ /// <param name="coroutine">The new coroutine's handle.</param>
+ /// <param name="tag">An optional tag to attach to the coroutine which can later be used to identify this coroutine.</param>
+ /// <returns>The coroutine's handle, which can be used for Wait and Kill operations.</returns>
+ public static CoroutineHandle RunCoroutine(IEnumerator<float> coroutine, string tag)
+ {
+ return coroutine == null ? new CoroutineHandle()
+ : Instance.RunCoroutineInternal(coroutine, Segment.Update, null, tag, new CoroutineHandle(Instance._instanceID), true);
+ }
+
+ /// <summary>
+ /// Run a new coroutine in the Update segment.
+ /// </summary>
+ /// <param name="coroutine">The new coroutine's handle.</param>
+ /// <param name="layer">An optional layer to attach to the coroutine which can later be used to identify this coroutine.</param>
+ /// <returns>The coroutine's handle, which can be used for Wait and Kill operations.</returns>
+ public static CoroutineHandle RunCoroutine(IEnumerator<float> coroutine, int layer)
+ {
+ return coroutine == null ? new CoroutineHandle()
+ : Instance.RunCoroutineInternal(coroutine, Segment.Update, layer, null, new CoroutineHandle(Instance._instanceID), true);
+ }
+
+ /// <summary>
+ /// Run a new coroutine in the Update segment.
+ /// </summary>
+ /// <param name="coroutine">The new coroutine's handle.</param>
+ /// <param name="tag">An optional tag to attach to the coroutine which can later be used to identify this coroutine.</param>
+ /// <param name="layer">An optional layer to attach to the coroutine which can later be used to identify this coroutine.</param>
+ /// <returns>The coroutine's handle, which can be used for Wait and Kill operations.</returns>
+ public static CoroutineHandle RunCoroutine(IEnumerator<float> coroutine, int layer, string tag)
+ {
+ return coroutine == null ? new CoroutineHandle()
+ : Instance.RunCoroutineInternal(coroutine, Segment.Update, layer, tag, new CoroutineHandle(Instance._instanceID), true);
+ }
+
+ /// <summary>
+ /// Run a new coroutine.
+ /// </summary>
+ /// <param name="coroutine">The new coroutine's handle.</param>
+ /// <param name="timing">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 timing)
+ {
+ return coroutine == null ? new CoroutineHandle()
+ : Instance.RunCoroutineInternal(coroutine, timing, null, null, new CoroutineHandle(Instance._instanceID), true);
+ }
+
+ /// <summary>
+ /// Run a new coroutine.
+ /// </summary>
+ /// <param name="coroutine">The new coroutine's handle.</param>
+ /// <param name="timing">The segment that the coroutine should run in.</param>
+ /// <param name="tag">An optional tag to attach to the coroutine which can later be used to identify this coroutine.</param>
+ /// <returns>The coroutine's handle, which can be used for Wait and Kill operations.</returns>
+ public static CoroutineHandle RunCoroutine(IEnumerator<float> coroutine, Segment timing, string tag)
+ {
+ return coroutine == null ? new CoroutineHandle()
+ : Instance.RunCoroutineInternal(coroutine, timing, null, tag, new CoroutineHandle(Instance._instanceID), true);
+ }
+
+ /// <summary>
+ /// Run a new coroutine.
+ /// </summary>
+ /// <param name="coroutine">The new coroutine's handle.</param>
+ /// <param name="timing">The segment that the coroutine should run in.</param>
+ /// <param name="layer">An optional layer to attach to the coroutine which can later be used to identify this coroutine.</param>
+ /// <returns>The coroutine's handle, which can be used for Wait and Kill operations.</returns>
+ public static CoroutineHandle RunCoroutine(IEnumerator<float> coroutine, Segment timing, int layer)
+ {
+ return coroutine == null ? new CoroutineHandle()
+ : Instance.RunCoroutineInternal(coroutine, timing, layer, null, new CoroutineHandle(Instance._instanceID), true);
+ }
+
+ /// <summary>
+ /// Run a new coroutine.
+ /// </summary>
+ /// <param name="coroutine">The new coroutine's handle.</param>
+ /// <param name="timing">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>
+ /// <param name="layer">An optional layer to attach to the coroutine which can later be used to identify this coroutine.</param>
+ /// <returns>The coroutine's handle, which can be used for Wait and Kill operations.</returns>
+ public static CoroutineHandle RunCoroutine(IEnumerator<float> coroutine, Segment timing, int layer, string tag)
+ {
+ return coroutine == null ? new CoroutineHandle()
+ : Instance.RunCoroutineInternal(coroutine, timing, layer, 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, null, new CoroutineHandle(_instanceID), true);
+ }
+
+ /// <summary>
+ /// Run a new coroutine on this Timing instance in the Update segment.
+ /// </summary>
+ /// <param name="coroutine">The new coroutine's handle.</param>
+ /// <param name="tag">An optional tag to attach to the coroutine which can later be used to identify this coroutine.</param>
+ /// <returns>The coroutine's handle, which can be used for Wait and Kill operations.</returns>
+ public CoroutineHandle RunCoroutineOnInstance(IEnumerator<float> coroutine, string tag)
+ {
+ return coroutine == null ? new CoroutineHandle()
+ : RunCoroutineInternal(coroutine, Segment.Update, null, tag, new CoroutineHandle(_instanceID), true);
+ }
+
+ /// <summary>
+ /// Run a new coroutine on this Timing instance in the Update segment.
+ /// </summary>
+ /// <param name="coroutine">The new coroutine's handle.</param>
+ /// <param name="layer">An optional layer to attach to the coroutine which can later be used to identify this coroutine.</param>
+ /// <returns>The coroutine's handle, which can be used for Wait and Kill operations.</returns>
+ public CoroutineHandle RunCoroutineOnInstance(IEnumerator<float> coroutine, int layer)
+ {
+ return coroutine == null ? new CoroutineHandle()
+ : RunCoroutineInternal(coroutine, Segment.Update, layer, null, new CoroutineHandle(_instanceID), true);
+ }
+
+ /// <summary>
+ /// Run a new coroutine on this Timing instance in the Update segment.
+ /// </summary>
+ /// <param name="coroutine">The new coroutine's handle.</param>
+ /// <param name="layer">An optional layer to attach to the coroutine which can later be used to identify this coroutine.</param>
+ /// <param name="tag">An optional tag to attach to the coroutine which can later be used to identify this coroutine.</param>
+ /// <returns>The coroutine's handle, which can be used for Wait and Kill operations.</returns>
+ public CoroutineHandle RunCoroutineOnInstance(IEnumerator<float> coroutine, int layer, string tag)
+ {
+ return coroutine == null ? new CoroutineHandle()
+ : RunCoroutineInternal(coroutine, Segment.Update, layer, 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="timing">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 timing)
+ {
+ return coroutine == null ? new CoroutineHandle()
+ : RunCoroutineInternal(coroutine, timing, null, null, new CoroutineHandle(_instanceID), true);
+ }
+
+ /// <summary>
+ /// Run a new coroutine on this Timing instance.
+ /// </summary>
+ /// <param name="coroutine">The new coroutine's handle.</param>
+ /// <param name="timing">The segment that the coroutine should run in.</param>
+ /// <param name="tag">An optional tag to attach to the coroutine which can later be used to identify this coroutine.</param>
+ /// <returns>The coroutine's handle, which can be used for Wait and Kill operations.</returns>
+ public CoroutineHandle RunCoroutineOnInstance(IEnumerator<float> coroutine, Segment timing, string tag)
+ {
+ return coroutine == null ? new CoroutineHandle()
+ : RunCoroutineInternal(coroutine, timing, null, tag, new CoroutineHandle(_instanceID), true);
+ }
+
+ /// <summary>
+ /// Run a new coroutine on this Timing instance.
+ /// </summary>
+ /// <param name="coroutine">The new coroutine's handle.</param>
+ /// <param name="timing">The segment that the coroutine should run in.</param>
+ /// <param name="layer">An optional layer to attach to the coroutine which can later be used to identify this coroutine.</param>
+ /// <returns>The coroutine's handle, which can be used for Wait and Kill operations.</returns>
+ public CoroutineHandle RunCoroutineOnInstance(IEnumerator<float> coroutine, Segment timing, int layer)
+ {
+ return coroutine == null ? new CoroutineHandle()
+ : RunCoroutineInternal(coroutine, timing, layer, 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="timing">The segment that the coroutine should run in.</param>
+ /// <param name="layer">An optional layer to attach to the coroutine which can later be used to identify this coroutine.</param>
+ /// <param name="tag">An optional tag to attach to the coroutine which can later be used to identify this coroutine.</param>
+ /// <returns>The coroutine's handle, which can be used for Wait and Kill operations.</returns>
+ public CoroutineHandle RunCoroutineOnInstance(IEnumerator<float> coroutine, Segment timing, int layer, string tag)
+ {
+ return coroutine == null ? new CoroutineHandle()
+ : RunCoroutineInternal(coroutine, timing, layer, tag, new CoroutineHandle(_instanceID), true);
+ }
+
+ /// <summary>
+ /// Run a new coroutine in the Update segment with the supplied tag unless there is already one or more coroutines running with that tag.
+ /// </summary>
+ /// <param name="coroutine">The new coroutine's handle.</param>
+ /// <param name="tag">A tag to attach to the coroutine, and to check for existing instances.</param>
+ /// <param name="overwrite">True will kill any pre-existing coroutines. False will only start this coroutine if none exist.</param>
+ /// <returns>The newly created or existing handle.</returns>
+ public static CoroutineHandle RunCoroutineSingleton(IEnumerator<float> coroutine, string tag, bool overwrite = false)
+ {
+ if (_instance == null || coroutine == null)
+ return new CoroutineHandle();
+
+ if (overwrite)
+ {
+ KillCoroutines(tag);
+ }
+ else if (_instance._taggedProcesses.ContainsKey(tag))
+ {
+ var indexEnum = _instance._taggedProcesses[tag].GetEnumerator();
+ if (indexEnum.MoveNext())
+ return _instance._indexToHandle[indexEnum.Current];
+ }
+
+ return _instance.RunCoroutineInternal(coroutine, Segment.Update, null, tag, new CoroutineHandle(_instance._instanceID), true);
+ }
+
+ /// <summary>
+ /// Run a new coroutine in the Update segment with the supplied tag unless there is already one or more coroutines running with that tag.
+ /// </summary>
+ /// <param name="coroutine">The new coroutine's handle.</param>
+ /// <param name="layer">A layer to attach to the coroutine, and to check for existing instances.</param>
+ /// <param name="overwrite">True will kill any pre-existing coroutines. False will only start this coroutine if none exist.</param>
+ /// <returns>The newly created or existing handle.</returns>
+ public static CoroutineHandle RunCoroutineSingleton(IEnumerator<float> coroutine, int layer, bool overwrite = false)
+ {
+ if (_instance == null || coroutine == null)
+ return new CoroutineHandle();
+
+ if (overwrite)
+ {
+ KillCoroutines(layer);
+ }
+ else if (_instance._layeredProcesses.ContainsKey(layer))
+ {
+ var indexEnum = _instance._layeredProcesses[layer].GetEnumerator();
+ if (indexEnum.MoveNext())
+ return _instance._indexToHandle[indexEnum.Current];
+ }
+
+ return _instance.RunCoroutineInternal(coroutine, Segment.Update, layer, null, new CoroutineHandle(_instance._instanceID), true);
+ }
+
+ /// <summary>
+ /// Run a new coroutine in the Update segment with the supplied tag unless there is already one or more coroutines running with that tag.
+ /// </summary>
+ /// <param name="coroutine">The new coroutine's handle.</param>
+ /// <param name="layer">A layer to attach to the coroutine, and to check for existing instances.</param>
+ /// <param name="tag">A tag to attach to the coroutine, and to check for existing instances.</param>
+ /// <param name="overwrite">True will kill any pre-existing coroutines. False will only start this coroutine if none exist.</param>
+ /// <returns>The newly created or existing handle.</returns>
+ public static CoroutineHandle RunCoroutineSingleton(IEnumerator<float> coroutine, int layer, string tag, bool overwrite = false)
+ {
+ if (_instance == null || coroutine == null)
+ return new CoroutineHandle();
+
+ if (overwrite)
+ {
+ KillCoroutines(layer, tag);
+ return _instance.RunCoroutineInternal(coroutine, Segment.Update, layer, tag, new CoroutineHandle(_instance._instanceID), true);
+ }
+
+ if (!_instance._taggedProcesses.ContainsKey(tag) || !_instance._layeredProcesses.ContainsKey(layer))
+ return _instance.RunCoroutineInternal(coroutine, Segment.Update, layer, tag, new CoroutineHandle(_instance._instanceID), true);
+
+ var matchesEnum = _instance._taggedProcesses[tag].GetEnumerator();
+ while (matchesEnum.MoveNext())
+ if (_instance._processLayers.ContainsKey(matchesEnum.Current) && _instance._processLayers[matchesEnum.Current] == layer)
+ return _instance._indexToHandle[matchesEnum.Current];
+
+ return _instance.RunCoroutineInternal(coroutine, Segment.Update, layer, tag, new CoroutineHandle(_instance._instanceID), true);
+ }
+
+ /// <summary>
+ /// Run a new coroutine with the supplied tag unless there is already one or more coroutines running with that tag.
+ /// </summary>
+ /// <param name="coroutine">The new coroutine's handle.</param>
+ /// <param name="timing">The segment that the coroutine should run in.</param>
+ /// <param name="layer">A layer to attach to the coroutine, and to check for existing instances.</param>
+ /// <param name="overwrite">True will kill any pre-existing coroutines. False will only start this coroutine if none exist.</param>
+ /// <returns>The newly created or existing handle.</returns>
+ public static CoroutineHandle RunCoroutineSingleton(IEnumerator<float> coroutine, Segment timing, int layer, bool overwrite = false)
+ {
+ if (_instance == null || coroutine == null)
+ return new CoroutineHandle();
+
+ if (overwrite)
+ {
+ KillCoroutines(layer);
+ }
+ else if (_instance._layeredProcesses.ContainsKey(layer))
+ {
+ var indexEnum = _instance._layeredProcesses[layer].GetEnumerator();
+ if (indexEnum.MoveNext())
+ return _instance._indexToHandle[indexEnum.Current];
+ }
+
+ return _instance.RunCoroutineInternal(coroutine, timing, layer, null, new CoroutineHandle(_instance._instanceID), true);
+ }
+
+ /// <summary>
+ /// Run a new coroutine with the supplied tag unless there is already one or more coroutines running with that tag.
+ /// </summary>
+ /// <param name="coroutine">The new coroutine's handle.</param>
+ /// <param name="timing">The segment that the coroutine should run in.</param>
+ /// <param name="tag">A tag to attach to the coroutine, and to check for existing instances.</param>
+ /// <param name="overwrite">True will kill any pre-existing coroutines. False will only start this coroutine if none exist.</param>
+ /// <returns>The newly created or existing handle.</returns>
+ public static CoroutineHandle RunCoroutineSingleton(IEnumerator<float> coroutine, Segment timing, string tag, bool overwrite = false)
+ {
+ if (_instance == null || coroutine == null)
+ return new CoroutineHandle();
+
+ if (overwrite)
+ {
+ KillCoroutines(tag);
+ }
+ else if (_instance._taggedProcesses.ContainsKey(tag))
+ {
+ var indexEnum = _instance._taggedProcesses[tag].GetEnumerator();
+ if (indexEnum.MoveNext())
+ return _instance._indexToHandle[indexEnum.Current];
+ }
+
+ return _instance.RunCoroutineInternal(coroutine, timing, null, tag, new CoroutineHandle(_instance._instanceID), true);
+ }
+
+ /// <summary>
+ /// Run a new coroutine with the supplied tag unless there is already one or more coroutines running with that tag.
+ /// </summary>
+ /// <param name="coroutine">The new coroutine's handle.</param>
+ /// <param name="timing">The segment that the coroutine should run in.</param>
+ /// <param name="layer">A layer to attach to the coroutine, and to check for existing instances.</param>
+ /// <param name="tag">A tag to attach to the coroutine, and to check for existing instances.</param>
+ /// <param name="overwrite">True will kill any pre-existing coroutines. False will only start this coroutine if none exist.</param>
+ /// <returns>The newly created or existing handle.</returns>
+ public static CoroutineHandle RunCoroutineSingleton(IEnumerator<float> coroutine, Segment timing, int layer, string tag, bool overwrite = false)
+ {
+ if (_instance == null || coroutine == null)
+ return new CoroutineHandle();
+
+ if (overwrite)
+ {
+ KillCoroutines(layer, tag);
+ return _instance.RunCoroutineInternal(coroutine, timing, layer, tag, new CoroutineHandle(_instance._instanceID), true);
+ }
+
+ if (!_instance._taggedProcesses.ContainsKey(tag) || !_instance._layeredProcesses.ContainsKey(layer))
+ return _instance.RunCoroutineInternal(coroutine, timing, layer, tag, new CoroutineHandle(_instance._instanceID), true);
+
+ var matchesEnum = _instance._taggedProcesses[tag].GetEnumerator();
+ while (matchesEnum.MoveNext())
+ if (_instance._processLayers.ContainsKey(matchesEnum.Current) && _instance._processLayers[matchesEnum.Current] == layer)
+ return _instance._indexToHandle[matchesEnum.Current];
+
+ return _instance.RunCoroutineInternal(coroutine, timing, layer, tag, new CoroutineHandle(_instance._instanceID), true);
+ }
+
+ /// <summary>
+ /// Run a new coroutine in the Update segment with the supplied tag unless there is already one or more coroutines running with that tag.
+ /// </summary>
+ /// <param name="coroutine">The new coroutine's handle.</param>
+ /// <param name="layer">A layer to attach to the coroutine, and to check for existing instances.</param>
+ /// <param name="overwrite">True will kill any pre-existing coroutines. False will only start this coroutine if none exist.</param>
+ /// <returns>The newly created or existing handle.</returns>
+ public CoroutineHandle RunCoroutineSingletonOnInstance(IEnumerator<float> coroutine, int layer, bool overwrite = false)
+ {
+ if (coroutine == null)
+ return new CoroutineHandle();
+
+ if (overwrite)
+ {
+ KillCoroutines(layer);
+ }
+ else if (_layeredProcesses.ContainsKey(layer))
+ {
+ var indexEnum = _layeredProcesses[layer].GetEnumerator();
+ if (indexEnum.MoveNext())
+ return _indexToHandle[indexEnum.Current];
+ }
+
+ return RunCoroutineInternal(coroutine, Segment.Update, layer, null, new CoroutineHandle(_instanceID), true);
+ }
+
+ /// <summary>
+ /// Run a new coroutine in the Update segment with the supplied tag unless there is already one or more coroutines running with that tag.
+ /// </summary>
+ /// <param name="coroutine">The new coroutine's handle.</param>
+ /// <param name="tag">A tag to attach to the coroutine, and to check for existing instances.</param>
+ /// <param name="overwrite">True will kill any pre-existing coroutines. False will only start this coroutine if none exist.</param>
+ /// <returns>The newly created or existing handle.</returns>
+ public CoroutineHandle RunCoroutineSingletonOnInstance(IEnumerator<float> coroutine, string tag, bool overwrite = false)
+ {
+ if (coroutine == null)
+ return new CoroutineHandle();
+
+ if (overwrite)
+ {
+ KillCoroutines(tag);
+ }
+ else if (_taggedProcesses.ContainsKey(tag))
+ {
+ var indexEnum = _taggedProcesses[tag].GetEnumerator();
+ if (indexEnum.MoveNext())
+ return _indexToHandle[indexEnum.Current];
+ }
+
+ return RunCoroutineInternal(coroutine, Segment.Update, null, tag, new CoroutineHandle(_instanceID), true);
+ }
+
+ /// <summary>
+ /// Run a new coroutine in the Update segment with the supplied tag unless there is already one or more coroutines running with that tag.
+ /// </summary>
+ /// <param name="coroutine">The new coroutine's handle.</param>
+ /// <param name="layer">A layer to attach to the coroutine, and to check for existing instances.</param>
+ /// <param name="tag">A tag to attach to the coroutine, and to check for existing instances.</param>
+ /// <param name="overwrite">True will kill any pre-existing coroutines. False will only start this coroutine if none exist.</param>
+ /// <returns>The newly created or existing handle.</returns>
+ public CoroutineHandle RunCoroutineSingletonOnInstance(IEnumerator<float> coroutine, int layer, string tag, bool overwrite = false)
+ {
+ if (coroutine == null)
+ return new CoroutineHandle();
+
+ if (overwrite)
+ {
+ KillCoroutines(layer, tag);
+ return RunCoroutineInternal(coroutine, Segment.Update, layer, tag, new CoroutineHandle(_instanceID), true);
+ }
+
+ if (!_taggedProcesses.ContainsKey(tag) || !_layeredProcesses.ContainsKey(layer))
+ return RunCoroutineInternal(coroutine, Segment.Update, layer, tag, new CoroutineHandle(_instanceID), true);
+
+ var matchesEnum = _taggedProcesses[tag].GetEnumerator();
+ while (matchesEnum.MoveNext())
+ if (_processLayers.ContainsKey(matchesEnum.Current) && _processLayers[matchesEnum.Current] == layer)
+ return _indexToHandle[matchesEnum.Current];
+
+ return RunCoroutineInternal(coroutine, Segment.Update, layer, tag, new CoroutineHandle(_instanceID), true);
+ }
+
+ /// <summary>
+ /// Run a new coroutine with the supplied tag unless there is already one or more coroutines running with that tag.
+ /// </summary>
+ /// <param name="coroutine">The new coroutine's handle.</param>
+ /// <param name="timing">The segment that the coroutine should run in.</param>
+ /// <param name="layer">A layer to attach to the coroutine, and to check for existing instances.</param>
+ /// <param name="overwrite">True will kill any pre-existing coroutines. False will only start this coroutine if none exist.</param>
+ /// <returns>The newly created or existing handle.</returns>
+ public CoroutineHandle RunCoroutineSingletonOnInstance(IEnumerator<float> coroutine, Segment timing, int layer, bool overwrite = false)
+ {
+ if (coroutine == null)
+ return new CoroutineHandle();
+
+ if (overwrite)
+ {
+ KillCoroutines(layer);
+ }
+ else if (_layeredProcesses.ContainsKey(layer))
+ {
+ var indexEnum = _layeredProcesses[layer].GetEnumerator();
+ if (indexEnum.MoveNext())
+ return _indexToHandle[indexEnum.Current];
+ }
+
+ return RunCoroutineInternal(coroutine, timing, layer, null, new CoroutineHandle(_instanceID), true);
+ }
+
+ /// <summary>
+ /// Run a new coroutine with the supplied tag unless there is already one or more coroutines running with that tag.
+ /// </summary>
+ /// <param name="coroutine">The new coroutine's handle.</param>
+ /// <param name="timing">The segment that the coroutine should run in.</param>
+ /// <param name="tag">A tag to attach to the coroutine, and to check for existing instances.</param>
+ /// <param name="overwrite">True will kill any pre-existing coroutines. False will only start this coroutine if none exist.</param>
+ /// <returns>The newly created or existing handle.</returns>
+ public CoroutineHandle RunCoroutineSingletonOnInstance(IEnumerator<float> coroutine, Segment timing, string tag, bool overwrite = false)
+ {
+ if (coroutine == null)
+ return new CoroutineHandle();
+
+ if (overwrite)
+ {
+ KillCoroutines(tag);
+ }
+ else if (_taggedProcesses.ContainsKey(tag))
+ {
+ var indexEnum = _taggedProcesses[tag].GetEnumerator();
+ if (indexEnum.MoveNext())
+ return _indexToHandle[indexEnum.Current];
+ }
+
+ return RunCoroutineInternal(coroutine, timing, null, tag, new CoroutineHandle(_instanceID), true);
+ }
+
+ /// <summary>
+ /// Run a new coroutine with the supplied tag unless there is already one or more coroutines running with that tag.
+ /// </summary>
+ /// <param name="coroutine">The new coroutine's handle.</param>
+ /// <param name="timing">The segment that the coroutine should run in.</param>
+ /// <param name="layer">A layer to attach to the coroutine, and to check for existing instances.</param>
+ /// <param name="tag">A tag to attach to the coroutine, and to check for existing instances.</param>
+ /// <param name="overwrite">True will kill any pre-existing coroutines. False will only start this coroutine if none exist.</param>
+ /// <returns>The newly created or existing handle.</returns>
+ public CoroutineHandle RunCoroutineSingletonOnInstance(IEnumerator<float> coroutine, Segment timing, int layer, string tag, bool overwrite = false)
+ {
+ if (coroutine == null)
+ return new CoroutineHandle();
+
+ if (overwrite)
+ {
+ KillCoroutines(layer, tag);
+ return RunCoroutineInternal(coroutine, timing, layer, tag, new CoroutineHandle(_instanceID), true);
+ }
+
+ if (!_taggedProcesses.ContainsKey(tag) || !_layeredProcesses.ContainsKey(layer))
+ return RunCoroutineInternal(coroutine, timing, layer, tag, new CoroutineHandle(_instanceID), true);
+
+ var matchesEnum = _taggedProcesses[tag].GetEnumerator();
+ while (matchesEnum.MoveNext())
+ if (_processLayers.ContainsKey(matchesEnum.Current) && _processLayers[matchesEnum.Current] == layer)
+ return _indexToHandle[matchesEnum.Current];
+
+ return RunCoroutineInternal(coroutine, timing, layer, tag, new CoroutineHandle(_instanceID), true);
+ }
+
+ private CoroutineHandle RunCoroutineInternal(IEnumerator<float> coroutine, Segment timing, int? layer, string tag, CoroutineHandle handle, bool prewarm)
+ {
+ ProcessIndex slot = new ProcessIndex { seg = timing };
+
+ if (_handleToIndex.ContainsKey(handle))
+ {
+ _indexToHandle.Remove(_handleToIndex[handle]);
+ _handleToIndex.Remove(handle);
+ }
+
+ switch (timing)
+ {
+ case Segment.Update:
+
+ if (_nextUpdateProcessSlot >= UpdateProcesses.Length)
+ {
+ IEnumerator<float>[] oldProcArray = UpdateProcesses;
+ bool[] oldPausedArray = UpdatePaused;
+
+ UpdateProcesses = new IEnumerator<float>[UpdateProcesses.Length + (ProcessArrayChunkSize * _expansions++)];
+ UpdatePaused = new bool[UpdateProcesses.Length];
+
+ for (int i = 0; i < oldProcArray.Length; i++)
+ {
+ UpdateProcesses[i] = oldProcArray[i];
+ UpdatePaused[i] = oldPausedArray[i];
+ }
+ }
+
+ slot.i = _nextUpdateProcessSlot++;
+ UpdateProcesses[slot.i] = coroutine;
+
+ if (null != tag)
+ AddTag(tag, slot);
+
+ if (layer.HasValue)
+ AddLayer((int)layer, slot);
+
+ _indexToHandle.Add(slot, handle);
+ _handleToIndex.Add(handle, slot);
+
+ if (!_runningUpdate && prewarm)
+ {
+ try
+ {
+ _runningUpdate = true;
+ SetTimeValues(slot.seg);
+
+ if (UpdateProcesses[slot.i] != null && !UpdateProcesses[slot.i].MoveNext())
+ {
+ UpdateProcesses[slot.i] = null;
+ }
+ else if (UpdateProcesses[slot.i] != null && float.IsNaN(UpdateProcesses[slot.i].Current))
+ {
+ if (ReplacementFunction == null)
+ {
+ UpdateProcesses[slot.i] = null;
+ }
+ else
+ {
+ UpdateProcesses[slot.i] = ReplacementFunction(UpdateProcesses[slot.i], this, _indexToHandle[slot]);
+
+ ReplacementFunction = null;
+
+ if (UpdateProcesses[slot.i] != null)
+ UpdateProcesses[slot.i].MoveNext();
+ }
+ }
+ }
+ catch (System.Exception ex)
+ {
+ if (OnError == null)
+ _exceptions.Enqueue(ex);
+ else
+ OnError(ex);
+
+ UpdateProcesses[slot.i] = null;
+ }
+ finally
+ {
+ _runningUpdate = false;
+ }
+ }
+
+ return handle;
+
+ case Segment.FixedUpdate:
+
+ if (_nextFixedUpdateProcessSlot >= FixedUpdateProcesses.Length)
+ {
+ IEnumerator<float>[] oldProcArray = FixedUpdateProcesses;
+ bool[] oldPausedArray = FixedUpdatePaused;
+
+ FixedUpdateProcesses = new IEnumerator<float>[FixedUpdateProcesses.Length + (ProcessArrayChunkSize * _expansions++)];
+ FixedUpdatePaused = new bool[FixedUpdateProcesses.Length];
+
+ for (int i = 0; i < oldProcArray.Length; i++)
+ {
+ FixedUpdateProcesses[i] = oldProcArray[i];
+ FixedUpdatePaused[i] = oldPausedArray[i];
+ }
+ }
+
+ slot.i = _nextFixedUpdateProcessSlot++;
+ FixedUpdateProcesses[slot.i] = coroutine;
+
+ if (null != tag)
+ AddTag(tag, slot);
+
+ if (layer.HasValue)
+ AddLayer((int)layer, slot);
+
+ _indexToHandle.Add(slot, handle);
+ _handleToIndex.Add(handle, slot);
+
+ if (!_runningFixedUpdate && prewarm)
+ {
+ try
+ {
+ _runningFixedUpdate = true;
+ SetTimeValues(slot.seg);
+
+ if (FixedUpdateProcesses[slot.i] != null && !FixedUpdateProcesses[slot.i].MoveNext())
+ {
+ FixedUpdateProcesses[slot.i] = null;
+ }
+ else if (FixedUpdateProcesses[slot.i] != null && float.IsNaN(FixedUpdateProcesses[slot.i].Current))
+ {
+ if (ReplacementFunction == null)
+ {
+ FixedUpdateProcesses[slot.i] = null;
+ }
+ else
+ {
+ FixedUpdateProcesses[slot.i] = ReplacementFunction(FixedUpdateProcesses[slot.i], this, _indexToHandle[slot]);
+
+ ReplacementFunction = null;
+
+ if (FixedUpdateProcesses[slot.i] != null)
+ FixedUpdateProcesses[slot.i].MoveNext();
+ }
+ }
+ }
+ catch (System.Exception ex)
+ {
+ if (OnError == null)
+ _exceptions.Enqueue(ex);
+ else
+ OnError(ex);
+
+ FixedUpdateProcesses[slot.i] = null;
+ }
+ finally
+ {
+ _runningFixedUpdate = false;
+ }
+ }
+
+ return handle;
+
+ case Segment.LateUpdate:
+
+ if (_nextLateUpdateProcessSlot >= LateUpdateProcesses.Length)
+ {
+ IEnumerator<float>[] oldProcArray = LateUpdateProcesses;
+ bool[] oldPausedArray = LateUpdatePaused;
+
+ LateUpdateProcesses = new IEnumerator<float>[LateUpdateProcesses.Length + (ProcessArrayChunkSize * _expansions++)];
+ LateUpdatePaused = new bool[LateUpdateProcesses.Length];
+
+ for (int i = 0; i < oldProcArray.Length; i++)
+ {
+ LateUpdateProcesses[i] = oldProcArray[i];
+ LateUpdatePaused[i] = oldPausedArray[i];
+ }
+ }
+
+ slot.i = _nextLateUpdateProcessSlot++;
+ LateUpdateProcesses[slot.i] = coroutine;
+
+ if (null != tag)
+ AddTag(tag, slot);
+
+ if (layer.HasValue)
+ AddLayer((int)layer, slot);
+
+ _indexToHandle.Add(slot, handle);
+ _handleToIndex.Add(handle, slot);
+
+ if (!_runningLateUpdate && prewarm)
+ {
+ try
+ {
+ _runningLateUpdate = true;
+ SetTimeValues(slot.seg);
+
+ if (LateUpdateProcesses[slot.i] != null && !LateUpdateProcesses[slot.i].MoveNext())
+ {
+ LateUpdateProcesses[slot.i] = null;
+ }
+ else if (LateUpdateProcesses[slot.i] != null && float.IsNaN(LateUpdateProcesses[slot.i].Current))
+ {
+ if (ReplacementFunction == null)
+ {
+ LateUpdateProcesses[slot.i] = null;
+ }
+ else
+ {
+ LateUpdateProcesses[slot.i] = ReplacementFunction(LateUpdateProcesses[slot.i],
+ this, _indexToHandle[slot]);
+
+ ReplacementFunction = null;
+
+ if (LateUpdateProcesses[slot.i] != null)
+ LateUpdateProcesses[slot.i].MoveNext();
+ }
+ }
+ }
+ catch (System.Exception ex)
+ {
+ if (OnError == null)
+ _exceptions.Enqueue(ex);
+ else
+ OnError(ex);
+
+ LateUpdateProcesses[slot.i] = null;
+ }
+ finally
+ {
+ _runningLateUpdate = false;
+ }
+ }
+
+ return handle;
+
+ case Segment.SlowUpdate:
+
+ if (_nextSlowUpdateProcessSlot >= SlowUpdateProcesses.Length)
+ {
+ IEnumerator<float>[] oldProcArray = SlowUpdateProcesses;
+ bool[] oldPausedArray = SlowUpdatePaused;
+
+ SlowUpdateProcesses = new IEnumerator<float>[SlowUpdateProcesses.Length + (ProcessArrayChunkSize * _expansions++)];
+ SlowUpdatePaused = new bool[SlowUpdateProcesses.Length];
+
+ for (int i = 0; i < oldProcArray.Length; i++)
+ {
+ SlowUpdateProcesses[i] = oldProcArray[i];
+ SlowUpdatePaused[i] = oldPausedArray[i];
+ }
+ }
+
+ slot.i = _nextSlowUpdateProcessSlot++;
+ SlowUpdateProcesses[slot.i] = coroutine;
+
+ if (null != tag)
+ AddTag(tag, slot);
+
+ if (layer.HasValue)
+ AddLayer((int)layer, slot);
+
+ _indexToHandle.Add(slot, handle);
+ _handleToIndex.Add(handle, slot);
+
+ return handle;
+
+ case Segment.RealtimeUpdate:
+
+ if (_nextRealtimeUpdateProcessSlot >= RealtimeUpdateProcesses.Length)
+ {
+ IEnumerator<float>[] oldProcArray = RealtimeUpdateProcesses;
+ bool[] oldPausedArray = RealtimeUpdatePaused;
+
+ RealtimeUpdateProcesses = new IEnumerator<float>[RealtimeUpdateProcesses.Length + (ProcessArrayChunkSize * _expansions++)];
+ RealtimeUpdatePaused = new bool[RealtimeUpdateProcesses.Length];
+
+ for (int i = 0; i < oldProcArray.Length; i++)
+ {
+ RealtimeUpdateProcesses[i] = oldProcArray[i];
+ RealtimeUpdatePaused[i] = oldPausedArray[i];
+ }
+ }
+
+ slot.i = _nextRealtimeUpdateProcessSlot++;
+ RealtimeUpdateProcesses[slot.i] = coroutine;
+
+ if (null != tag)
+ AddTag(tag, slot);
+
+ if (layer.HasValue)
+ AddLayer((int)layer, slot);
+
+ _indexToHandle.Add(slot, handle);
+ _handleToIndex.Add(handle, slot);
+
+ if (!_runningRealtimeUpdate && prewarm)
+ {
+ try
+ {
+ _runningRealtimeUpdate = true;
+ SetTimeValues(slot.seg);
+
+ if (RealtimeUpdateProcesses[slot.i] != null && !RealtimeUpdateProcesses[slot.i].MoveNext())
+ {
+ RealtimeUpdateProcesses[slot.i] = null;
+ }
+ else if (RealtimeUpdateProcesses[slot.i] != null && float.IsNaN(RealtimeUpdateProcesses[slot.i].Current))
+ {
+ if (ReplacementFunction == null)
+ {
+ RealtimeUpdateProcesses[slot.i] = null;
+ }
+ else
+ {
+ RealtimeUpdateProcesses[slot.i] = ReplacementFunction(RealtimeUpdateProcesses[slot.i],
+ this, _indexToHandle[slot]);
+
+ ReplacementFunction = null;
+
+ if (RealtimeUpdateProcesses[slot.i] != null)
+ RealtimeUpdateProcesses[slot.i].MoveNext();
+ }
+ }
+ }
+ catch (System.Exception ex)
+ {
+ if (OnError == null)
+ _exceptions.Enqueue(ex);
+ else
+ OnError(ex);
+
+ RealtimeUpdateProcesses[slot.i] = null;
+ }
+ finally
+ {
+ _runningRealtimeUpdate = false;
+ }
+ }
+
+ return handle;
+
+ case Segment.EditorUpdate:
+
+ if (!OnEditorStart())
+ return new CoroutineHandle();
+
+ if (_nextEditorUpdateProcessSlot >= EditorUpdateProcesses.Length)
+ {
+ IEnumerator<float>[] oldProcArray = EditorUpdateProcesses;
+ bool[] oldPausedArray = EditorUpdatePaused;
+
+ EditorUpdateProcesses = new IEnumerator<float>[EditorUpdateProcesses.Length + (ProcessArrayChunkSize * _expansions++)];
+ EditorUpdatePaused = new bool[EditorUpdateProcesses.Length];
+
+ for (int i = 0; i < oldProcArray.Length; i++)
+ {
+ EditorUpdateProcesses[i] = oldProcArray[i];
+ EditorUpdatePaused[i] = oldPausedArray[i];
+ }
+ }
+
+ slot.i = _nextEditorUpdateProcessSlot++;
+ EditorUpdateProcesses[slot.i] = coroutine;
+
+ if (null != tag)
+ AddTag(tag, slot);
+
+ if (layer.HasValue)
+ AddLayer((int)layer, slot);
+
+ _indexToHandle.Add(slot, handle);
+ _handleToIndex.Add(handle, slot);
+
+ if (!_runningEditorUpdate && prewarm)
+ {
+ try
+ {
+ _runningEditorUpdate = true;
+ SetTimeValues(slot.seg);
+
+ if (EditorUpdateProcesses[slot.i] != null && !EditorUpdateProcesses[slot.i].MoveNext())
+ {
+ EditorUpdateProcesses[slot.i] = null;
+ }
+ else if (EditorUpdateProcesses[slot.i] != null && float.IsNaN(EditorUpdateProcesses[slot.i].Current))
+ {
+ if (ReplacementFunction == null)
+ {
+ EditorUpdateProcesses[slot.i] = null;
+ }
+ else
+ {
+ EditorUpdateProcesses[slot.i] = ReplacementFunction(EditorUpdateProcesses[slot.i],
+ this, _indexToHandle[slot]);
+
+ ReplacementFunction = null;
+
+ if (EditorUpdateProcesses[slot.i] != null)
+ EditorUpdateProcesses[slot.i].MoveNext();
+ }
+ }
+ }
+ catch (System.Exception ex)
+ {
+ if (OnError == null)
+ _exceptions.Enqueue(ex);
+ else
+ OnError(ex);
+
+ EditorUpdateProcesses[slot.i] = null;
+ }
+ finally
+ {
+ _runningEditorUpdate = false;
+ }
+ }
+
+ return handle;
+
+ case Segment.EditorSlowUpdate:
+
+ if (!OnEditorStart())
+ return new CoroutineHandle();
+
+ if (_nextEditorSlowUpdateProcessSlot >= EditorSlowUpdateProcesses.Length)
+ {
+ IEnumerator<float>[] oldProcArray = EditorSlowUpdateProcesses;
+ bool[] oldPausedArray = EditorSlowUpdatePaused;
+
+ EditorSlowUpdateProcesses = new IEnumerator<float>[EditorSlowUpdateProcesses.Length + (ProcessArrayChunkSize * _expansions++)];
+ EditorSlowUpdatePaused = new bool[EditorSlowUpdateProcesses.Length];
+
+ for (int i = 0; i < oldProcArray.Length; i++)
+ {
+ EditorSlowUpdateProcesses[i] = oldProcArray[i];
+ EditorSlowUpdatePaused[i] = oldPausedArray[i];
+ }
+ }
+
+ slot.i = _nextEditorSlowUpdateProcessSlot++;
+ EditorSlowUpdateProcesses[slot.i] = coroutine;
+
+ if (null != tag)
+ AddTag(tag, slot);
+
+ if (layer.HasValue)
+ AddLayer((int)layer, slot);
+
+ _indexToHandle.Add(slot, handle);
+ _handleToIndex.Add(handle, slot);
+
+ return handle;
+
+ case Segment.EndOfFrame:
+
+ if (_nextEndOfFrameProcessSlot >= EndOfFrameProcesses.Length)
+ {
+ IEnumerator<float>[] oldProcArray = EndOfFrameProcesses;
+ bool[] oldPausedArray = EndOfFramePaused;
+
+ EndOfFrameProcesses = new IEnumerator<float>[EndOfFrameProcesses.Length + (ProcessArrayChunkSize * _expansions++)];
+ EndOfFramePaused = new bool[EndOfFrameProcesses.Length];
+
+ for (int i = 0; i < oldProcArray.Length; i++)
+ {
+ EndOfFrameProcesses[i] = oldProcArray[i];
+ EndOfFramePaused[i] = oldPausedArray[i];
+ }
+ }
+
+ slot.i = _nextEndOfFrameProcessSlot++;
+ EndOfFrameProcesses[slot.i] = coroutine;
+
+ if (null != tag)
+ AddTag(tag, slot);
+
+ if (layer.HasValue)
+ AddLayer((int)layer, slot);
+
+ _indexToHandle.Add(slot, handle);
+ _handleToIndex.Add(handle, slot);
+
+ RunCoroutineSingletonOnInstance(_EOFPumpWatcher(), "MEC_EOFPumpWatcher");
+
+ return handle;
+
+ case Segment.ManualTimeframe:
+
+ if (_nextManualTimeframeProcessSlot >= ManualTimeframeProcesses.Length)
+ {
+ IEnumerator<float>[] oldProcArray = ManualTimeframeProcesses;
+ bool[] oldPausedArray = ManualTimeframePaused;
+
+ ManualTimeframeProcesses = new IEnumerator<float>[ManualTimeframeProcesses.Length + (ProcessArrayChunkSize * _expansions++)];
+ ManualTimeframePaused = new bool[ManualTimeframeProcesses.Length];
+
+ for (int i = 0; i < oldProcArray.Length; i++)
+ {
+ ManualTimeframeProcesses[i] = oldProcArray[i];
+ ManualTimeframePaused[i] = oldPausedArray[i];
+ }
+ }
+
+ slot.i = _nextManualTimeframeProcessSlot++;
+ ManualTimeframeProcesses[slot.i] = coroutine;
+
+ if (null != tag)
+ AddTag(tag, slot);
+
+ if (layer.HasValue)
+ AddLayer((int)layer, slot);
+
+ _indexToHandle.Add(slot, handle);
+ _handleToIndex.Add(handle, slot);
+
+ return handle;
+
+ default:
+ return new CoroutineHandle();
+ }
+ }
+
+ /// <summary>
+ /// This will kill all coroutines running on the main MEC instance and reset the context.
+ /// </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.
+ /// </summary>
+ /// <returns>The number of coroutines that were killed.</returns>
+ public int KillCoroutinesOnInstance()
+ {
+ int retVal = _nextUpdateProcessSlot + _nextLateUpdateProcessSlot + _nextFixedUpdateProcessSlot + _nextSlowUpdateProcessSlot +
+ _nextRealtimeUpdateProcessSlot + _nextEditorUpdateProcessSlot + _nextEditorSlowUpdateProcessSlot +
+ _nextEndOfFrameProcessSlot + _nextManualTimeframeProcessSlot;
+
+ UpdateProcesses = new IEnumerator<float>[InitialBufferSizeLarge];
+ UpdatePaused = new bool[InitialBufferSizeLarge];
+ UpdateCoroutines = 0;
+ _nextUpdateProcessSlot = 0;
+
+ LateUpdateProcesses = new IEnumerator<float>[InitialBufferSizeSmall];
+ LateUpdatePaused = new bool[InitialBufferSizeSmall];
+ LateUpdateCoroutines = 0;
+ _nextLateUpdateProcessSlot = 0;
+
+ FixedUpdateProcesses = new IEnumerator<float>[InitialBufferSizeMedium];
+ FixedUpdatePaused = new bool[InitialBufferSizeMedium];
+ FixedUpdateCoroutines = 0;
+ _nextFixedUpdateProcessSlot = 0;
+
+ SlowUpdateProcesses = new IEnumerator<float>[InitialBufferSizeMedium];
+ SlowUpdatePaused = new bool[InitialBufferSizeMedium];
+ SlowUpdateCoroutines = 0;
+ _nextSlowUpdateProcessSlot = 0;
+
+ RealtimeUpdateProcesses = new IEnumerator<float>[InitialBufferSizeSmall];
+ RealtimeUpdatePaused = new bool[InitialBufferSizeSmall];
+ RealtimeUpdateCoroutines = 0;
+ _nextRealtimeUpdateProcessSlot = 0;
+
+ EditorUpdateProcesses = new IEnumerator<float>[InitialBufferSizeSmall];
+ EditorUpdatePaused = new bool[InitialBufferSizeSmall];
+ EditorUpdateCoroutines = 0;
+ _nextEditorUpdateProcessSlot = 0;
+
+ EditorSlowUpdateProcesses = new IEnumerator<float>[InitialBufferSizeSmall];
+ EditorSlowUpdatePaused = new bool[InitialBufferSizeSmall];
+ EditorSlowUpdateCoroutines = 0;
+ _nextEditorSlowUpdateProcessSlot = 0;
+
+ EndOfFrameProcesses = new IEnumerator<float>[InitialBufferSizeSmall];
+ EndOfFramePaused = new bool[InitialBufferSizeSmall];
+ EndOfFrameCoroutines = 0;
+ _nextEndOfFrameProcessSlot = 0;
+
+ ManualTimeframeProcesses = new IEnumerator<float>[InitialBufferSizeSmall];
+ ManualTimeframePaused = new bool[InitialBufferSizeSmall];
+ ManualTimeframeCoroutines = 0;
+ _nextManualTimeframeProcessSlot = 0;
+
+ _processTags.Clear();
+ _taggedProcesses.Clear();
+ _processLayers.Clear();
+ _layeredProcesses.Clear();
+ _handleToIndex.Clear();
+ _indexToHandle.Clear();
+ _waitingTriggers.Clear();
+ _expansions = (ushort)((_expansions / 2) + 1);
+
+ ResetTimeCountOnInstance();
+
+#if UNITY_EDITOR
+ EditorApplication.update -= OnEditorUpdate;
+#endif
+ return retVal;
+ }
+
+ /// <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 (CoindexKill(matchEnum.Current))
+ {
+ if (_waitingTriggers.ContainsKey(_indexToHandle[matchEnum.Current]))
+ CloseWaitingProcess(_indexToHandle[matchEnum.Current]);
+
+ numberFound++;
+ }
+
+ RemoveGraffiti(matchEnum.Current);
+ }
+
+ return numberFound;
+ }
+
+ /// <summary>
+ /// Kills all coroutines on the given layer.
+ /// </summary>
+ /// <param name="layer">All coroutines on this layer will be killed.</param>
+ /// <returns>The number of coroutines that were found and killed.</returns>
+ public static int KillCoroutines(int layer)
+ {
+ return _instance == null ? 0 : _instance.KillCoroutinesOnInstance(layer);
+ }
+
+ /// <summary>
+ /// Kills all coroutines on the given layer.
+ /// </summary>
+ /// <param name="layer">All coroutines on this layer will be killed.</param>
+ /// <returns>The number of coroutines that were found and killed.</returns>
+ public int KillCoroutinesOnInstance(int layer)
+ {
+ int numberFound = 0;
+
+ while (_layeredProcesses.ContainsKey(layer))
+ {
+ var matchEnum = _layeredProcesses[layer].GetEnumerator();
+ matchEnum.MoveNext();
+
+ if (CoindexKill(matchEnum.Current))
+ {
+ if (_waitingTriggers.ContainsKey(_indexToHandle[matchEnum.Current]))
+ CloseWaitingProcess(_indexToHandle[matchEnum.Current]);
+
+ numberFound++;
+ }
+
+ RemoveGraffiti(matchEnum.Current);
+ }
+
+ return numberFound;
+ }
+
+ /// <summary>
+ /// Kills all coroutines with the given tag on the given layer.
+ /// </summary>
+ /// <param name="layer">All coroutines on this layer with the given tag will be killed.</param>
+ /// <param name="tag">All coroutines with this tag on the given layer will be killed.</param>
+ /// <returns>The number of coroutines that were found and killed.</returns>
+ public static int KillCoroutines(int layer, string tag)
+ {
+ return _instance == null ? 0 : _instance.KillCoroutinesOnInstance(layer, tag);
+ }
+
+ /// <summary>
+ /// Kills all coroutines with the given tag on the given layer.
+ /// </summary>
+ /// <param name="layer">All coroutines on this layer with the given tag will be killed.</param>
+ /// <param name="tag">All coroutines with this tag on the given layer will be killed.</param>
+ /// <returns>The number of coroutines that were found and killed.</returns>
+ public int KillCoroutinesOnInstance(int layer, string tag)
+ {
+ if (tag == null)
+ return KillCoroutinesOnInstance(layer);
+ if (!_layeredProcesses.ContainsKey(layer) || !_taggedProcesses.ContainsKey(tag))
+ return 0;
+ int count = 0;
+
+ var indexesEnum = _taggedProcesses[tag].GetEnumerator();
+ while (indexesEnum.MoveNext())
+ {
+ if (CoindexIsNull(indexesEnum.Current) || !_layeredProcesses[layer].Contains(indexesEnum.Current) || !CoindexKill(indexesEnum.Current))
+ continue;
+
+ if (_waitingTriggers.ContainsKey(_indexToHandle[indexesEnum.Current]))
+ CloseWaitingProcess(_indexToHandle[indexesEnum.Current]);
+
+ count++;
+ RemoveGraffiti(indexesEnum.Current);
+
+ if (!_taggedProcesses.ContainsKey(tag) || !_layeredProcesses.ContainsKey(layer))
+ break;
+
+ indexesEnum = _taggedProcesses[tag].GetEnumerator();
+ }
+
+ return count;
+ }
+
+ /// <summary>
+ /// Kills the instance 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.ContainsKey(handle.Key) ? 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;
+ RemoveGraffiti(_handleToIndex[handle]);
+ }
+
+ return foundOne ? 1 : 0;
+ }
+
+ /// <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 (float)localTime + waitTime;
+ }
+
+ private void UpdateTimeValues(Segment segment)
+ {
+ switch (segment)
+ {
+ case Segment.Update:
+ deltaTime = Time.deltaTime;
+ _lastUpdateTime += deltaTime;
+ localTime = _lastUpdateTime;
+ return;
+ case Segment.LateUpdate:
+ deltaTime = Time.deltaTime;
+ _lastLateUpdateTime += deltaTime;
+ localTime = _lastLateUpdateTime;
+ return;
+ case Segment.FixedUpdate:
+ deltaTime = Time.deltaTime;
+ _lastFixedUpdateTime += deltaTime;
+ localTime = _lastFixedUpdateTime;
+ return;
+ case Segment.SlowUpdate:
+ if (_lastSlowUpdateTime == 0d)
+ deltaTime = TimeBetweenSlowUpdateCalls;
+ else
+ deltaTime = ThreadSafeElapsedTime.GetElapsedSecondsSinceStartUp() - (float)_lastSlowUpdateTime;
+
+ localTime = _lastSlowUpdateTime = ThreadSafeElapsedTime.GetElapsedSecondsSinceStartUp();
+ return;
+ case Segment.RealtimeUpdate:
+ deltaTime = Time.unscaledDeltaTime;
+ _lastRealtimeUpdateTime += deltaTime;
+ localTime = _lastRealtimeUpdateTime;
+ return;
+#if UNITY_EDITOR
+ case Segment.EditorUpdate:
+ deltaTime = (float)(EditorApplication.timeSinceStartup - _lastEditorUpdateTime);
+
+ if (deltaTime > Time.maximumDeltaTime)
+ deltaTime = Time.maximumDeltaTime;
+
+ localTime = _lastEditorUpdateTime = EditorApplication.timeSinceStartup;
+ return;
+ case Segment.EditorSlowUpdate:
+ deltaTime = (float)(EditorApplication.timeSinceStartup - _lastEditorSlowUpdateTime);
+ localTime = _lastEditorSlowUpdateTime = EditorApplication.timeSinceStartup;
+ return;
+#endif
+ case Segment.EndOfFrame:
+ deltaTime = Time.deltaTime;
+ localTime = _lastUpdateTime;
+ return;
+ case Segment.ManualTimeframe:
+ localTime = SetManualTimeframeTime == null ? Time.time : SetManualTimeframeTime(_lastManualTimeframeTime);
+ deltaTime = (float)(localTime - _lastManualTimeframeTime);
+
+ if (deltaTime > Time.maximumDeltaTime)
+ deltaTime = Time.maximumDeltaTime;
+
+ _lastManualTimeframeTime = localTime;
+ return;
+ }
+ }
+
+ private void SetTimeValues(Segment segment)
+ {
+ switch (segment)
+ {
+ case Segment.Update:
+ deltaTime = Time.deltaTime;
+ localTime = _lastUpdateTime;
+ return;
+ case Segment.LateUpdate:
+ deltaTime = Time.deltaTime;
+ localTime = _lastLateUpdateTime;
+ return;
+ case Segment.FixedUpdate:
+ deltaTime = Time.deltaTime;
+ localTime = _lastFixedUpdateTime;
+ return;
+ case Segment.SlowUpdate:
+ deltaTime = ThreadSafeElapsedTime.GetElapsedSecondsSinceStartUp() - (float)_lastSlowUpdateTime;
+ localTime = _lastSlowUpdateTime;
+ return;
+ case Segment.RealtimeUpdate:
+ deltaTime = Time.unscaledDeltaTime;
+ localTime = _lastRealtimeUpdateTime;
+ return;
+#if UNITY_EDITOR
+ case Segment.EditorUpdate:
+ deltaTime = (float)(EditorApplication.timeSinceStartup - _lastEditorUpdateTime);
+
+ if (deltaTime > Time.maximumDeltaTime)
+ deltaTime = Time.maximumDeltaTime;
+
+ localTime = _lastEditorUpdateTime;
+ return;
+ case Segment.EditorSlowUpdate:
+ deltaTime = (float)(EditorApplication.timeSinceStartup - _lastEditorSlowUpdateTime);
+ localTime = _lastEditorSlowUpdateTime;
+ return;
+#endif
+ case Segment.EndOfFrame:
+ deltaTime = Time.deltaTime;
+ localTime = _lastUpdateTime;
+ return;
+ case Segment.ManualTimeframe:
+ deltaTime = Time.deltaTime;
+ localTime = _lastManualTimeframeTime;
+ return;
+ }
+ }
+
+ private double GetSegmentTime(Segment segment)
+ {
+ switch (segment)
+ {
+ case Segment.Update:
+ return _lastUpdateTime;
+ case Segment.LateUpdate:
+ return _lastLateUpdateTime;
+ case Segment.FixedUpdate:
+ return _lastFixedUpdateTime;
+ case Segment.SlowUpdate:
+ return _lastSlowUpdateTime;
+ case Segment.RealtimeUpdate:
+ return _lastRealtimeUpdateTime;
+ case Segment.EditorUpdate:
+ return _lastEditorUpdateTime;
+ case Segment.EditorSlowUpdate:
+ return _lastEditorSlowUpdateTime;
+ case Segment.EndOfFrame:
+ return _lastUpdateTime;
+ case Segment.ManualTimeframe:
+ return _lastManualTimeframeTime;
+ default:
+ return 0d;
+ }
+ }
+
+ /// <summary>
+ /// Resets the value of LocalTime to zero (only for the Update, LateUpdate, FixedUpdate, and RealtimeUpdate loops).
+ /// </summary>
+ public void ResetTimeCountOnInstance()
+ {
+ localTime = 0d;
+
+ _lastUpdateTime = 0d;
+ _lastLateUpdateTime = 0d;
+ _lastFixedUpdateTime = 0d;
+ _lastRealtimeUpdateTime = 0d;
+
+ _EOFPumpRan = false;
+ }
+
+ /// <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)
+ {
+ UpdatePaused[i] = true;
+ count++;
+ }
+ }
+
+ for (i = 0; i < _nextLateUpdateProcessSlot; i++)
+ {
+ if (!LateUpdatePaused[i] && LateUpdateProcesses[i] != null)
+ {
+ LateUpdatePaused[i] = true;
+ count++;
+ }
+ }
+
+ for (i = 0; i < _nextFixedUpdateProcessSlot; i++)
+ {
+ if (!FixedUpdatePaused[i] && FixedUpdateProcesses[i] != null)
+ {
+ FixedUpdatePaused[i] = true;
+ count++;
+ }
+ }
+
+ for (i = 0; i < _nextSlowUpdateProcessSlot; i++)
+ {
+ if (!SlowUpdatePaused[i] && SlowUpdateProcesses[i] != null)
+ {
+ SlowUpdatePaused[i] = true;
+ count++;
+ }
+ }
+
+ for (i = 0; i < _nextRealtimeUpdateProcessSlot; i++)
+ {
+ if (!RealtimeUpdatePaused[i] && RealtimeUpdateProcesses[i] != null)
+ {
+ RealtimeUpdatePaused[i] = true;
+ count++;
+ }
+ }
+
+ for (i = 0; i < _nextEditorUpdateProcessSlot; i++)
+ {
+ if (!EditorUpdatePaused[i] && EditorUpdateProcesses[i] != null)
+ {
+ EditorUpdatePaused[i] = true;
+ count++;
+ }
+ }
+
+ for (i = 0; i < _nextEditorSlowUpdateProcessSlot; i++)
+ {
+ if (!EditorSlowUpdatePaused[i] && EditorSlowUpdateProcesses[i] != null)
+ {
+ EditorSlowUpdatePaused[i] = true;
+ count++;
+ }
+ }
+
+ for (i = 0; i < _nextEndOfFrameProcessSlot; i++)
+ {
+ if (!EndOfFramePaused[i] && EndOfFrameProcesses[i] != null)
+ {
+ EndOfFramePaused[i] = true;
+ count++;
+ }
+ }
+
+ for (i = 0; i < _nextManualTimeframeProcessSlot; i++)
+ {
+ if (!ManualTimeframePaused[i] && ManualTimeframeProcesses[i] != null)
+ {
+ ManualTimeframePaused[i] = true;
+ count++;
+ }
+ }
+
+ return count;
+ }
+
+ /// <summary>
+ /// This will pause any matching coroutines running on the current MEC instance until ResumeCoroutines is called.
+ /// </summary>
+ /// <param name="tag">Any coroutines with a matching tag will be paused.</param>
+ /// <returns>The number of coroutines that were paused.</returns>
+ public static int PauseCoroutines(string tag)
+ {
+ return _instance == null ? 0 : _instance.PauseCoroutinesOnInstance(tag);
+ }
+
+ /// <summary>
+ /// This will pause any matching coroutines running on this MEC instance until ResumeCoroutinesOnInstance is called.
+ /// </summary>
+ /// <param name="tag">Any coroutines with a matching tag will be paused.</param>
+ /// <returns>The number of coroutines that were paused.</returns>
+ public int PauseCoroutinesOnInstance(string tag)
+ {
+ if (tag == null || !_taggedProcesses.ContainsKey(tag))
+ return 0;
+
+ int count = 0;
+ var matchesEnum = _taggedProcesses[tag].GetEnumerator();
+
+ while (matchesEnum.MoveNext())
+ if (!CoindexIsNull(matchesEnum.Current) && !CoindexSetPause(matchesEnum.Current))
+ count++;
+
+ return count;
+ }
+
+ /// <summary>
+ /// This will pause any matching coroutines running on the current MEC instance until ResumeCoroutines is called.
+ /// </summary>
+ /// <param name="layer">Any coroutines on the matching layer will be paused.</param>
+ /// <returns>The number of coroutines that were paused.</returns>
+ public static int PauseCoroutines(int layer)
+ {
+ return _instance == null ? 0 : _instance.PauseCoroutinesOnInstance(layer);
+ }
+
+ /// <summary>
+ /// This will pause any matching coroutines running on this MEC instance until ResumeCoroutinesOnInstance is called.
+ /// </summary>
+ /// <param name="layer">Any coroutines on the matching layer will be paused.</param>
+ /// <returns>The number of coroutines that were paused.</returns>
+ public int PauseCoroutinesOnInstance(int layer)
+ {
+ if (!_layeredProcesses.ContainsKey(layer))
+ return 0;
+
+ int count = 0;
+ var matchesEnum = _layeredProcesses[layer].GetEnumerator();
+
+ while (matchesEnum.MoveNext())
+ if (!CoindexIsNull(matchesEnum.Current) && !CoindexSetPause(matchesEnum.Current))
+ count++;
+
+ return count;
+ }
+
+ /// <summary>
+ /// This will pause any matching coroutines running on the current MEC instance until ResumeCoroutines is called.
+ /// </summary>
+ /// <param name="layer">Any coroutines on the matching layer will be paused.</param>
+ /// <param name="tag">Any coroutines with a matching tag will be paused.</param>
+ /// <returns>The number of coroutines that were paused.</returns>
+ public static int PauseCoroutines(int layer, string tag)
+ {
+ return _instance == null ? 0 : _instance.PauseCoroutinesOnInstance(layer, tag);
+ }
+
+ /// <summary>
+ /// This will pause any matching coroutines running on this MEC instance until ResumeCoroutinesOnInstance is called.
+ /// </summary>
+ /// <param name="layer">Any coroutines on the matching layer will be paused.</param>
+ /// <param name="tag">Any coroutines with a matching tag will be paused.</param>
+ /// <returns>The number of coroutines that were paused.</returns>
+ public int PauseCoroutinesOnInstance(int layer, string tag)
+ {
+ if (tag == null)
+ return PauseCoroutinesOnInstance(layer);
+
+ if (!_taggedProcesses.ContainsKey(tag) || !_layeredProcesses.ContainsKey(layer))
+ return 0;
+
+ int count = 0;
+ var matchesEnum = _taggedProcesses[tag].GetEnumerator();
+
+ while (matchesEnum.MoveNext())
+ if (_processLayers.ContainsKey(matchesEnum.Current) && _processLayers[matchesEnum.Current] == layer
+ && !CoindexIsNull(matchesEnum.Current) && !CoindexSetPause(matchesEnum.Current))
+ count++;
+
+ 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.ContainsKey(handle.Key) ? 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]) && !CoindexSetPause(_handleToIndex[handle]) ? 1 : 0;
+ }
+
+ /// <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;
+ int i;
+ for (i = 0; i < _nextUpdateProcessSlot; i++)
+ {
+ if (UpdatePaused[i] && UpdateProcesses[i] != null)
+ {
+ UpdatePaused[i] = false;
+ count++;
+ }
+ }
+
+ for (i = 0; i < _nextLateUpdateProcessSlot; i++)
+ {
+ if (LateUpdatePaused[i] && LateUpdateProcesses[i] != null)
+ {
+ LateUpdatePaused[i] = false;
+ count++;
+ }
+ }
+
+ for (i = 0; i < _nextFixedUpdateProcessSlot; i++)
+ {
+ if (FixedUpdatePaused[i] && FixedUpdateProcesses[i] != null)
+ {
+ FixedUpdatePaused[i] = false;
+ count++;
+ }
+ }
+
+ for (i = 0; i < _nextSlowUpdateProcessSlot; i++)
+ {
+ if (SlowUpdatePaused[i] && SlowUpdateProcesses[i] != null)
+ {
+ SlowUpdatePaused[i] = false;
+ count++;
+ }
+ }
+
+ for (i = 0; i < _nextRealtimeUpdateProcessSlot; i++)
+ {
+ if (RealtimeUpdatePaused[i] && RealtimeUpdateProcesses[i] != null)
+ {
+ RealtimeUpdatePaused[i] = false;
+ count++;
+ }
+ }
+
+ for (i = 0; i < _nextEditorUpdateProcessSlot; i++)
+ {
+ if (EditorUpdatePaused[i] && EditorUpdateProcesses[i] != null)
+ {
+ EditorUpdatePaused[i] = false;
+ count++;
+ }
+ }
+
+ for (i = 0; i < _nextEditorSlowUpdateProcessSlot; i++)
+ {
+ if (EditorSlowUpdatePaused[i] && EditorSlowUpdateProcesses[i] != null)
+ {
+ EditorSlowUpdatePaused[i] = false;
+ count++;
+ }
+ }
+
+ for (i = 0; i < _nextEndOfFrameProcessSlot; i++)
+ {
+ if (EndOfFramePaused[i] && EndOfFrameProcesses[i] != null)
+ {
+ EndOfFramePaused[i] = false;
+ count++;
+ }
+ }
+
+ for (i = 0; i < _nextManualTimeframeProcessSlot; i++)
+ {
+ if (ManualTimeframePaused[i] && ManualTimeframeProcesses[i] != null)
+ {
+ ManualTimeframePaused[i] = false;
+ count++;
+ }
+ }
+
+ var waitingEnum = _waitingTriggers.GetEnumerator();
+ while (waitingEnum.MoveNext())
+ {
+ int listCount = 0;
+ var pausedList = waitingEnum.Current.Value.GetEnumerator();
+
+ while (pausedList.MoveNext())
+ {
+ if (_handleToIndex.ContainsKey(pausedList.Current.Handle) && !CoindexIsNull(_handleToIndex[pausedList.Current.Handle]))
+ {
+ CoindexSetPause(_handleToIndex[pausedList.Current.Handle]);
+ listCount++;
+ }
+ else
+ {
+ waitingEnum.Current.Value.Remove(pausedList.Current);
+ listCount = 0;
+ pausedList = waitingEnum.Current.Value.GetEnumerator();
+ }
+ }
+
+ count -= listCount;
+ }
+
+ return count;
+ }
+
+ /// <summary>
+ /// This resumes any matching coroutines on the current MEC instance if they are currently paused, otherwise it has no effect.
+ /// </summary>
+ /// <param name="tag">Any coroutines previously paused with a matching tag will be resumend.</param>
+ /// <returns>The number of coroutines that were resumed.</returns>
+ public static int ResumeCoroutines(string tag)
+ {
+ return _instance == null ? 0 : _instance.ResumeCoroutinesOnInstance(tag);
+ }
+
+ /// <summary>
+ /// This resumes any matching coroutines on this MEC instance if they are currently paused, otherwise it has no effect.
+ /// </summary>
+ /// <param name="tag">Any coroutines previously paused with a matching tag will be resumend.</param>
+ /// <returns>The number of coroutines that were resumed.</returns>
+ public int ResumeCoroutinesOnInstance(string tag)
+ {
+ if (tag == null || !_taggedProcesses.ContainsKey(tag))
+ return 0;
+ int count = 0;
+
+ var indexesEnum = _taggedProcesses[tag].GetEnumerator();
+ while (indexesEnum.MoveNext())
+ if (!CoindexIsNull(indexesEnum.Current) && CoindexSetPause(indexesEnum.Current, false))
+ count++;
+
+ var waitingEnum = _waitingTriggers.GetEnumerator();
+ while (waitingEnum.MoveNext())
+ {
+ var pausedList = waitingEnum.Current.Value.GetEnumerator();
+ while (pausedList.MoveNext())
+ {
+ if (_handleToIndex.ContainsKey(pausedList.Current.Handle) && !CoindexIsNull(_handleToIndex[pausedList.Current.Handle])
+ && !CoindexSetPause(_handleToIndex[pausedList.Current.Handle]))
+ count--;
+ }
+ }
+
+ return count;
+ }
+
+ /// <summary>
+ /// This resumes any matching coroutines on the current MEC instance if they are currently paused, otherwise it has
+ /// no effect.
+ /// </summary>
+ /// <param name="layer">Any coroutines previously paused on the matching layer will be resumend.</param>
+ /// <returns>The number of coroutines that were resumed.</returns>
+ public static int ResumeCoroutines(int layer)
+ {
+ return _instance == null ? 0 : _instance.ResumeCoroutinesOnInstance(layer);
+ }
+
+ /// <summary>
+ /// This resumes any matching coroutines on this MEC instance if they are currently paused, otherwise it has no effect.
+ /// </summary>
+ /// <param name="layer">Any coroutines previously paused on the matching layer will be resumend.</param>
+ /// <returns>The number of coroutines that were resumed.</returns>
+ public int ResumeCoroutinesOnInstance(int layer)
+ {
+ if (!_layeredProcesses.ContainsKey(layer))
+ return 0;
+ int count = 0;
+
+ var indexesEnum = _layeredProcesses[layer].GetEnumerator();
+ while (indexesEnum.MoveNext())
+ if (!CoindexIsNull(indexesEnum.Current) && CoindexSetPause(indexesEnum.Current, false))
+ count++;
+
+ var waitingEnum = _waitingTriggers.GetEnumerator();
+ while (waitingEnum.MoveNext())
+ {
+ var pausedList = waitingEnum.Current.Value.GetEnumerator();
+ while (pausedList.MoveNext())
+ {
+ if (_handleToIndex.ContainsKey(pausedList.Current.Handle) && !CoindexIsNull(_handleToIndex[pausedList.Current.Handle])
+ && !CoindexSetPause(_handleToIndex[pausedList.Current.Handle]))
+ count--;
+ }
+ }
+
+ return count;
+ }
+
+ /// <summary>
+ /// This resumes any matching coroutines on the current MEC instance if they are currently paused, otherwise it has
+ /// no effect.
+ /// </summary>
+ /// <param name="layer">Any coroutines previously paused on the matching layer will be resumend.</param>
+ /// <param name="tag">Any coroutines previously paused with a matching tag will be resumend.</param>
+ /// <returns>The number of coroutines that were resumed.</returns>
+ public static int ResumeCoroutines(int layer, string tag)
+ {
+ return _instance == null ? 0 : _instance.ResumeCoroutinesOnInstance(layer, tag);
+ }
+
+ /// <summary>
+ /// This resumes any matching coroutines on this MEC instance if they are currently paused, otherwise it has no effect.
+ /// </summary>
+ /// <param name="layer">Any coroutines previously paused on the matching layer will be resumend.</param>
+ /// <param name="tag">Any coroutines previously paused with a matching tag will be resumend.</param>
+ /// <returns>The number of coroutines that were resumed.</returns>
+ public int ResumeCoroutinesOnInstance(int layer, string tag)
+ {
+ if (tag == null)
+ return ResumeCoroutinesOnInstance(layer);
+ if (!_layeredProcesses.ContainsKey(layer) || !_taggedProcesses.ContainsKey(tag))
+ return 0;
+ int count = 0;
+
+ var indexesEnum = _taggedProcesses[tag].GetEnumerator();
+ while (indexesEnum.MoveNext())
+ if (!CoindexIsNull(indexesEnum.Current) && _layeredProcesses[layer].Contains(indexesEnum.Current) &&
+ CoindexSetPause(indexesEnum.Current, false))
+ count++;
+
+ var waitingEnum = _waitingTriggers.GetEnumerator();
+ while (waitingEnum.MoveNext())
+ {
+ var pausedList = waitingEnum.Current.Value.GetEnumerator();
+ while (pausedList.MoveNext())
+ {
+ if (_handleToIndex.ContainsKey(pausedList.Current.Handle) && !CoindexIsNull(_handleToIndex[pausedList.Current.Handle])
+ && !CoindexSetPause(_handleToIndex[pausedList.Current.Handle]))
+ 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.ContainsKey(handle.Key) ? 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)
+ {
+ var waitingEnum = _waitingTriggers.GetEnumerator();
+ while (waitingEnum.MoveNext())
+ {
+ var pausedList = waitingEnum.Current.Value.GetEnumerator();
+ while (pausedList.MoveNext())
+ if (pausedList.Current.Handle == handle)
+ return 0;
+ }
+
+ return _handleToIndex.ContainsKey(handle) &&
+ !CoindexIsNull(_handleToIndex[handle]) && CoindexSetPause(_handleToIndex[handle], false) ? 1 : 0;
+ }
+
+ /// <summary>
+ /// Returns the tag associated with the coroutine that the given handle points to, if it is running.
+ /// </summary>
+ /// <param name="handle">The handle to the coroutine.</param>
+ /// <returns>The coroutine's tag, or null if there is no matching tag.</returns>
+ public static string GetTag(CoroutineHandle handle)
+ {
+ Timing inst = GetInstance(handle.Key);
+ return inst != null && inst._handleToIndex.ContainsKey(handle) && inst._processTags.ContainsKey(inst._handleToIndex[handle])
+ ? inst._processTags[inst._handleToIndex[handle]] : null;
+ }
+
+ /// <summary>
+ /// Returns the layer associated with the coroutine that the given handle points to, if it is running.
+ /// </summary>
+ /// <param name="handle">The handle to the coroutine.</param>
+ /// <returns>The coroutine's layer as a nullable integer, or null if there is no matching layer.</returns>
+ public static int? GetLayer(CoroutineHandle handle)
+ {
+ Timing inst = GetInstance(handle.Key);
+ return inst != null && inst._handleToIndex.ContainsKey(handle) && inst._processLayers.ContainsKey(inst._handleToIndex[handle])
+ ? inst._processLayers[inst._handleToIndex[handle]] : (int?)null;
+ }
+
+ /// <summary>
+ /// Returns the segment that the coroutine with the given handle is running on.
+ /// </summary>
+ /// <param name="handle">The handle to the coroutine.</param>
+ /// <returns>The coroutine's segment, or Segment.Invalid if it's not found.</returns>
+ public static Segment GetSegment(CoroutineHandle handle)
+ {
+ Timing inst = GetInstance(handle.Key);
+ return inst != null && inst._handleToIndex.ContainsKey(handle) ? inst._handleToIndex[handle].seg : Segment.Invalid;
+ }
+
+ /// <summary>
+ /// Sets the coroutine that the handle points to to have the given tag.
+ /// </summary>
+ /// <param name="handle">The handle to the coroutine.</param>
+ /// <param name="newTag">The new tag to assign, or null to clear the tag.</param>
+ /// <param name="overwriteExisting">If set to false then the tag will not be changed if the coroutine has an existing tag.</param>
+ /// <returns>Whether the tag was set successfully.</returns>
+ public static bool SetTag(CoroutineHandle handle, string newTag, bool overwriteExisting = true)
+ {
+ Timing inst = GetInstance(handle.Key);
+ if (inst == null || !inst._handleToIndex.ContainsKey(handle) || inst.CoindexIsNull(inst._handleToIndex[handle])
+ || (!overwriteExisting && inst._processTags.ContainsKey(inst._handleToIndex[handle])))
+ return false;
+
+ if (newTag == null)
+ {
+ inst.RemoveTag(inst._handleToIndex[handle]);
+ return true;
+ }
+
+ if (inst._processTags.ContainsKey(inst._handleToIndex[handle]))
+ {
+ if (inst._taggedProcesses[inst._processTags[inst._handleToIndex[handle]]].Count <= 1)
+ inst._taggedProcesses.Remove(inst._processTags[inst._handleToIndex[handle]]);
+ else
+ inst._taggedProcesses[inst._processTags[inst._handleToIndex[handle]]].Remove(inst._handleToIndex[handle]);
+
+ inst._processTags[inst._handleToIndex[handle]] = newTag;
+ }
+ else
+ {
+ inst._processTags.Add(inst._handleToIndex[handle], newTag);
+ }
+
+ if (inst._taggedProcesses.ContainsKey(newTag))
+ inst._taggedProcesses[newTag].Add(inst._handleToIndex[handle]);
+ else
+ inst._taggedProcesses.Add(newTag, new HashSet<ProcessIndex> { inst._handleToIndex[handle] });
+
+ return true;
+ }
+
+ /// <summary>
+ /// Sets the coroutine that the handle points to to have the given layer.
+ /// </summary>
+ /// <param name="handle">The handle to the coroutine.</param>
+ /// <param name="newLayer">The new tag to assign.</param>
+ /// <param name="overwriteExisting">If set to false then the tag will not be changed if the coroutine has an existing tag.</param>
+ /// <returns>Whether the layer was set successfully.</returns>
+ public static bool SetLayer(CoroutineHandle handle, int newLayer, bool overwriteExisting = true)
+ {
+ Timing inst = GetInstance(handle.Key);
+ if (inst == null || !inst._handleToIndex.ContainsKey(handle) || inst.CoindexIsNull(inst._handleToIndex[handle])
+ || (!overwriteExisting && inst._processLayers.ContainsKey(inst._handleToIndex[handle])))
+ return false;
+
+ if (inst._processLayers.ContainsKey(inst._handleToIndex[handle]))
+ {
+ if (inst._layeredProcesses[inst._processLayers[inst._handleToIndex[handle]]].Count <= 1)
+ inst._layeredProcesses.Remove(inst._processLayers[inst._handleToIndex[handle]]);
+ else
+ inst._layeredProcesses[inst._processLayers[inst._handleToIndex[handle]]].Remove(inst._handleToIndex[handle]);
+
+ inst._processLayers[inst._handleToIndex[handle]] = newLayer;
+ }
+ else
+ {
+ inst._processLayers.Add(inst._handleToIndex[handle], newLayer);
+ }
+
+ if (inst._layeredProcesses.ContainsKey(newLayer))
+ inst._layeredProcesses[newLayer].Add(inst._handleToIndex[handle]);
+ else
+ inst._layeredProcesses.Add(newLayer, new HashSet<ProcessIndex> { inst._handleToIndex[handle] });
+
+ return true;
+ }
+
+ /// <summary>
+ /// Sets the segment for the coroutine with the given handle.
+ /// </summary>
+ /// <param name="handle">The handle to the coroutine.</param>
+ /// <param name="newSegment">The new segment to run the coroutine in.</param>
+ /// <returns>Whether the segment was set successfully.</returns>
+ public static bool SetSegment(CoroutineHandle handle, Segment newSegment)
+ {
+ Timing inst = GetInstance(handle.Key);
+ if (inst == null || !inst._handleToIndex.ContainsKey(handle) || inst.CoindexIsNull(inst._handleToIndex[handle]))
+ return false;
+
+ inst.RunCoroutineInternal(inst.CoindexExtract(inst._handleToIndex[handle]), newSegment, inst._processLayers.ContainsKey(inst._handleToIndex[handle])
+ ? inst._processLayers[inst._handleToIndex[handle]] : (int?)null, inst._processTags.ContainsKey(inst._handleToIndex[handle])
+ ? inst._processTags[inst._handleToIndex[handle]] : null, handle, false);
+
+ return true;
+ }
+
+ /// <summary>
+ /// Sets the coroutine that the handle points to to have the given tag.
+ /// </summary>
+ /// <param name="handle">The handle to the coroutine.</param>
+ /// <returns>Whether the tag was removed successfully.</returns>
+ public static bool RemoveTag(CoroutineHandle handle)
+ {
+ return SetTag(handle, null);
+ }
+
+ /// <summary>
+ /// Sets the coroutine that the handle points to to have the given layer.
+ /// </summary>
+ /// <param name="handle">The handle to the coroutine.</param>
+ /// <returns>Whether the layer was removed successfully.</returns>
+ public static bool RemoveLayer(CoroutineHandle handle)
+ {
+ Timing inst = GetInstance(handle.Key);
+ if (inst == null || !inst._handleToIndex.ContainsKey(handle) || inst.CoindexIsNull(inst._handleToIndex[handle]))
+ return false;
+
+ inst.RemoveLayer(inst._handleToIndex[handle]);
+
+ return true;
+ }
+
+ /// <summary>
+ /// Tests to see if the handle you have points to a valid coroutine.
+ /// </summary>
+ /// <param name="handle">The handle to test.</param>
+ /// <returns>Whether it's a valid coroutine.</returns>
+ public static bool IsRunning(CoroutineHandle handle)
+ {
+ Timing inst = GetInstance(handle.Key);
+ return inst != null && inst._handleToIndex.ContainsKey(handle) && !inst.CoindexIsNull(inst._handleToIndex[handle]);
+ }
+
+ /// <summary>
+ /// Tests to see if the handle you have points to a paused coroutine.
+ /// </summary>
+ /// <param name="handle">The handle to test.</param>
+ /// <returns>Whether it's a paused coroutine.</returns>
+ public static bool IsPaused(CoroutineHandle handle)
+ {
+ Timing inst = GetInstance(handle.Key);
+ return inst != null && inst._handleToIndex.ContainsKey(handle) && !inst.CoindexIsNull(inst._handleToIndex[handle]) &&
+ !inst.CoindexIsPaused(inst._handleToIndex[handle]);
+ }
+
+ private void AddTag(string tag, ProcessIndex coindex)
+ {
+ _processTags.Add(coindex, tag);
+
+ if (_taggedProcesses.ContainsKey(tag))
+ _taggedProcesses[tag].Add(coindex);
+ else
+ _taggedProcesses.Add(tag, new HashSet<ProcessIndex> { coindex });
+ }
+
+ private void AddLayer(int layer, ProcessIndex coindex)
+ {
+ _processLayers.Add(coindex, layer);
+
+ if (_layeredProcesses.ContainsKey(layer))
+ _layeredProcesses[layer].Add(coindex);
+ else
+ _layeredProcesses.Add(layer, new HashSet<ProcessIndex> { coindex });
+ }
+
+ private void RemoveTag(ProcessIndex coindex)
+ {
+ if (_processTags.ContainsKey(coindex))
+ {
+ if (_taggedProcesses[_processTags[coindex]].Count > 1)
+ _taggedProcesses[_processTags[coindex]].Remove(coindex);
+ else
+ _taggedProcesses.Remove(_processTags[coindex]);
+
+ _processTags.Remove(coindex);
+ }
+ }
+
+ private void RemoveLayer(ProcessIndex coindex)
+ {
+ if (_processLayers.ContainsKey(coindex))
+ {
+ if (_layeredProcesses[_processLayers[coindex]].Count > 1)
+ _layeredProcesses[_processLayers[coindex]].Remove(coindex);
+ else
+ _layeredProcesses.Remove(_processLayers[coindex]);
+
+ _processLayers.Remove(coindex);
+ }
+ }
+
+ private void RemoveGraffiti(ProcessIndex coindex)
+ {
+ if (_processLayers.ContainsKey(coindex))
+ {
+ if (_layeredProcesses[_processLayers[coindex]].Count > 1)
+ _layeredProcesses[_processLayers[coindex]].Remove(coindex);
+ else
+ _layeredProcesses.Remove(_processLayers[coindex]);
+
+ _processLayers.Remove(coindex);
+ }
+
+ if (_processTags.ContainsKey(coindex))
+ {
+ if (_taggedProcesses[_processTags[coindex]].Count > 1)
+ _taggedProcesses[_processTags[coindex]].Remove(coindex);
+ else
+ _taggedProcesses.Remove(_processTags[coindex]);
+
+ _processTags.Remove(coindex);
+ }
+
+ if (_indexToHandle.ContainsKey(coindex))
+ {
+ _handleToIndex.Remove(_indexToHandle[coindex]);
+ _indexToHandle.Remove(coindex);
+ }
+ }
+
+ private void MoveGraffiti(ProcessIndex coindexFrom, ProcessIndex coindexTo)
+ {
+ RemoveGraffiti(coindexTo);
+
+ int layer;
+ if (_processLayers.TryGetValue(coindexFrom, out layer))
+ {
+ _layeredProcesses[layer].Remove(coindexFrom);
+ _layeredProcesses[layer].Add(coindexTo);
+
+ _processLayers.Add(coindexTo, layer);
+ _processLayers.Remove(coindexFrom);
+ }
+
+ string tag;
+ if (_processTags.TryGetValue(coindexFrom, out tag))
+ {
+ _taggedProcesses[tag].Remove(coindexFrom);
+ _taggedProcesses[tag].Add(coindexTo);
+
+ _processTags.Add(coindexTo, tag);
+ _processTags.Remove(coindexFrom);
+ }
+
+ _handleToIndex[_indexToHandle[coindexFrom]] = coindexTo;
+ _indexToHandle.Add(coindexTo, _indexToHandle[coindexFrom]);
+ _indexToHandle.Remove(coindexFrom);
+ }
+
+ private IEnumerator<float> CoindexExtract(ProcessIndex coindex)
+ {
+ IEnumerator<float> retVal;
+
+ switch (coindex.seg)
+ {
+ case Segment.Update:
+ retVal = UpdateProcesses[coindex.i];
+ UpdateProcesses[coindex.i] = null;
+ return retVal;
+ case Segment.FixedUpdate:
+ retVal = FixedUpdateProcesses[coindex.i];
+ FixedUpdateProcesses[coindex.i] = null;
+ return retVal;
+ case Segment.LateUpdate:
+ retVal = LateUpdateProcesses[coindex.i];
+ LateUpdateProcesses[coindex.i] = null;
+ return retVal;
+ case Segment.SlowUpdate:
+ retVal = SlowUpdateProcesses[coindex.i];
+ SlowUpdateProcesses[coindex.i] = null;
+ return retVal;
+ case Segment.RealtimeUpdate:
+ retVal = RealtimeUpdateProcesses[coindex.i];
+ RealtimeUpdateProcesses[coindex.i] = null;
+ return retVal;
+ case Segment.EditorUpdate:
+ retVal = EditorUpdateProcesses[coindex.i];
+ EditorUpdateProcesses[coindex.i] = null;
+ return retVal;
+ case Segment.EditorSlowUpdate:
+ retVal = EditorSlowUpdateProcesses[coindex.i];
+ EditorSlowUpdateProcesses[coindex.i] = null;
+ return retVal;
+ case Segment.EndOfFrame:
+ retVal = EndOfFrameProcesses[coindex.i];
+ EndOfFrameProcesses[coindex.i] = null;
+ return retVal;
+ case Segment.ManualTimeframe:
+ retVal = ManualTimeframeProcesses[coindex.i];
+ ManualTimeframeProcesses[coindex.i] = null;
+ return retVal;
+ default:
+ return null;
+ }
+ }
+
+ private bool CoindexIsNull(ProcessIndex coindex)
+ {
+ switch (coindex.seg)
+ {
+ case Segment.Update:
+ return UpdateProcesses[coindex.i] == null;
+ case Segment.FixedUpdate:
+ return FixedUpdateProcesses[coindex.i] == null;
+ case Segment.LateUpdate:
+ return LateUpdateProcesses[coindex.i] == null;
+ case Segment.SlowUpdate:
+ return SlowUpdateProcesses[coindex.i] == null;
+ case Segment.RealtimeUpdate:
+ return RealtimeUpdateProcesses[coindex.i] == null;
+ case Segment.EditorUpdate:
+ return EditorUpdateProcesses[coindex.i] == null;
+ case Segment.EditorSlowUpdate:
+ return EditorSlowUpdateProcesses[coindex.i] == null;
+ case Segment.EndOfFrame:
+ return EndOfFrameProcesses[coindex.i] == null;
+ case Segment.ManualTimeframe:
+ return ManualTimeframeProcesses[coindex.i] == null;
+ default:
+ return true;
+ }
+ }
+
+ private IEnumerator<float> CoindexPeek(ProcessIndex coindex)
+ {
+ switch (coindex.seg)
+ {
+ case Segment.Update:
+ return UpdateProcesses[coindex.i];
+ case Segment.FixedUpdate:
+ return FixedUpdateProcesses[coindex.i];
+ case Segment.LateUpdate:
+ return LateUpdateProcesses[coindex.i];
+ case Segment.SlowUpdate:
+ return SlowUpdateProcesses[coindex.i];
+ case Segment.RealtimeUpdate:
+ return RealtimeUpdateProcesses[coindex.i];
+ case Segment.EditorUpdate:
+ return EditorUpdateProcesses[coindex.i];
+ case Segment.EditorSlowUpdate:
+ return EditorSlowUpdateProcesses[coindex.i];
+ case Segment.EndOfFrame:
+ return EndOfFrameProcesses[coindex.i];
+ case Segment.ManualTimeframe:
+ return ManualTimeframeProcesses[coindex.i];
+ default:
+ return null;
+ }
+ }
+
+ private bool CoindexKill(ProcessIndex coindex)
+ {
+ bool retVal;
+
+ switch (coindex.seg)
+ {
+ case Segment.Update:
+ retVal = UpdateProcesses[coindex.i] != null;
+ UpdateProcesses[coindex.i] = null;
+ return retVal;
+ case Segment.FixedUpdate:
+ retVal = FixedUpdateProcesses[coindex.i] != null;
+ FixedUpdateProcesses[coindex.i] = null;
+ return retVal;
+ case Segment.LateUpdate:
+ retVal = LateUpdateProcesses[coindex.i] != null;
+ LateUpdateProcesses[coindex.i] = null;
+ return retVal;
+ case Segment.SlowUpdate:
+ retVal = SlowUpdateProcesses[coindex.i] != null;
+ SlowUpdateProcesses[coindex.i] = null;
+ return retVal;
+ case Segment.RealtimeUpdate:
+ retVal = RealtimeUpdateProcesses[coindex.i] != null;
+ RealtimeUpdateProcesses[coindex.i] = null;
+ return retVal;
+ case Segment.EditorUpdate:
+ retVal = UpdateProcesses[coindex.i] != null;
+ EditorUpdateProcesses[coindex.i] = null;
+ return retVal;
+ case Segment.EditorSlowUpdate:
+ retVal = EditorSlowUpdateProcesses[coindex.i] != null;
+ EditorSlowUpdateProcesses[coindex.i] = null;
+ return retVal;
+ case Segment.EndOfFrame:
+ retVal = EndOfFrameProcesses[coindex.i] != null;
+ EndOfFrameProcesses[coindex.i] = null;
+ return retVal;
+ case Segment.ManualTimeframe:
+ retVal = ManualTimeframeProcesses[coindex.i] != null;
+ ManualTimeframeProcesses[coindex.i] = null;
+ return retVal;
+ default:
+ return false;
+ }
+ }
+
+ private bool CoindexSetPause(ProcessIndex coindex, bool newPausedState = true)
+ {
+ bool isPaused;
+
+ switch (coindex.seg)
+ {
+ case Segment.Update:
+ isPaused = UpdatePaused[coindex.i];
+ UpdatePaused[coindex.i] = newPausedState;
+ return isPaused;
+ case Segment.FixedUpdate:
+ isPaused = FixedUpdatePaused[coindex.i];
+ FixedUpdatePaused[coindex.i] = newPausedState;
+ return isPaused;
+ case Segment.LateUpdate:
+ isPaused = LateUpdatePaused[coindex.i];
+ LateUpdatePaused[coindex.i] = newPausedState;
+ return isPaused;
+ case Segment.SlowUpdate:
+ isPaused = SlowUpdatePaused[coindex.i];
+ SlowUpdatePaused[coindex.i] = newPausedState;
+ return isPaused;
+ case Segment.RealtimeUpdate:
+ isPaused = RealtimeUpdatePaused[coindex.i];
+ RealtimeUpdatePaused[coindex.i] = newPausedState;
+ return isPaused;
+ case Segment.EditorUpdate:
+ isPaused = EditorUpdatePaused[coindex.i];
+ EditorUpdatePaused[coindex.i] = newPausedState;
+ return isPaused;
+ case Segment.EditorSlowUpdate:
+ isPaused = EditorSlowUpdatePaused[coindex.i];
+ EditorSlowUpdatePaused[coindex.i] = newPausedState;
+ return isPaused;
+ case Segment.EndOfFrame:
+ isPaused = EndOfFramePaused[coindex.i];
+ EndOfFramePaused[coindex.i] = newPausedState;
+ return isPaused;
+ case Segment.ManualTimeframe:
+ isPaused = ManualTimeframePaused[coindex.i];
+ ManualTimeframePaused[coindex.i] = newPausedState;
+ return isPaused;
+ default:
+ return false;
+ }
+ }
+
+ private bool CoindexIsPaused(ProcessIndex coindex)
+ {
+ switch (coindex.seg)
+ {
+ case Segment.Update:
+ return UpdatePaused[coindex.i];
+ case Segment.FixedUpdate:
+ return FixedUpdatePaused[coindex.i];
+ case Segment.LateUpdate:
+ return LateUpdatePaused[coindex.i];
+ case Segment.SlowUpdate:
+ return SlowUpdatePaused[coindex.i];
+ case Segment.RealtimeUpdate:
+ return RealtimeUpdatePaused[coindex.i];
+ case Segment.EditorUpdate:
+ return EditorUpdatePaused[coindex.i];
+ case Segment.EditorSlowUpdate:
+ return EditorSlowUpdatePaused[coindex.i];
+ case Segment.EndOfFrame:
+ return EndOfFramePaused[coindex.i];
+ case Segment.ManualTimeframe:
+ return ManualTimeframePaused[coindex.i];
+ default:
+ return false;
+ }
+ }
+
+ private void CoindexReplace(ProcessIndex coindex, IEnumerator<float> replacement)
+ {
+ switch (coindex.seg)
+ {
+ case Segment.Update:
+ UpdateProcesses[coindex.i] = replacement;
+ return;
+ case Segment.FixedUpdate:
+ FixedUpdateProcesses[coindex.i] = replacement;
+ return;
+ case Segment.LateUpdate:
+ LateUpdateProcesses[coindex.i] = replacement;
+ return;
+ case Segment.SlowUpdate:
+ SlowUpdateProcesses[coindex.i] = replacement;
+ return;
+ case Segment.RealtimeUpdate:
+ RealtimeUpdateProcesses[coindex.i] = replacement;
+ return;
+ case Segment.EditorUpdate:
+ EditorUpdateProcesses[coindex.i] = replacement;
+ return;
+ case Segment.EditorSlowUpdate:
+ EditorSlowUpdateProcesses[coindex.i] = replacement;
+ return;
+ case Segment.EndOfFrame:
+ EndOfFrameProcesses[coindex.i] = replacement;
+ return;
+ case Segment.ManualTimeframe:
+ ManualTimeframeProcesses[coindex.i] = replacement;
+ return;
+ }
+ }
+
+ /// <summary>
+ /// Use the command "yield return Timing.WaitUntilDone(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 Instance.WaitUntilDoneOnInstance(otherCoroutine);
+ //}
+
+ ///// <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>
+ ///// <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)
+ //{
+ // return Instance.WaitUntilDoneOnInstance(otherCoroutine, warnOnIssue);
+ //}
+
+ ///// <summary>
+ ///// Use the command "yield return timingInstance.WaitUntilDoneOnInstance(otherCoroutine);" to pause the current
+ ///// coroutine until the otherCoroutine is done.
+ ///// </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 float WaitUntilDoneOnInstance(CoroutineHandle otherCoroutine, bool warnOnIssue = true)
+ //{
+ // if (_handleToIndex.ContainsKey(otherCoroutine))
+ // {
+ // if (CoindexIsNull(_handleToIndex[otherCoroutine]))
+ // return 0f;
+
+ // if (!_waitingTriggers.ContainsKey(otherCoroutine))
+ // {
+ // CoindexReplace(_handleToIndex[otherCoroutine], _StartWhenDone(otherCoroutine, CoindexPeek(_handleToIndex[otherCoroutine])));
+ // _waitingTriggers.Add(otherCoroutine, new HashSet<ProcessData>());
+ // }
+
+ // ReplacementFunction = (coptr, instance, handle) =>
+ // {
+ // if (handle == otherCoroutine)
+ // {
+ // if (warnOnIssue)
+ // Debug.LogWarning("A coroutine attempted to wait for itself.");
+
+ // return coptr;
+ // }
+
+ // _waitingTriggers[otherCoroutine].Add(new ProcessData
+ // {
+ // Handle = handle,
+ // PauseTime = coptr.Current > GetSegmentTime(_handleToIndex[handle].seg)
+ // ? coptr.Current - (float)GetSegmentTime(_handleToIndex[handle].seg) : 0f
+ // });
+
+ // CoindexSetPause(_handleToIndex[handle]);
+
+ // return coptr;
+ // };
+
+ // return float.NaN;
+ // }
+
+ // if (warnOnIssue)
+ // Debug.LogWarning("WaitUntilDone cannot hold: The coroutine handle that was passed in is invalid.\n" + otherCoroutine);
+
+ // return 0f;
+ //}
+
+ private IEnumerator<float> _StartWhenDone(CoroutineHandle handle, IEnumerator<float> proc)
+ {
+ if (!_waitingTriggers.ContainsKey(handle)) yield break;
+
+ try
+ {
+ if (proc.Current > localTime)
+ yield return proc.Current;
+
+ while (proc.MoveNext())
+ yield return proc.Current;
+ }
+ finally
+ {
+ CloseWaitingProcess(handle);
+ }
+ }
+
+ private void CloseWaitingProcess(CoroutineHandle handle)
+ {
+ if (!_waitingTriggers.ContainsKey(handle)) return;
+
+ var tasksEnum = _waitingTriggers[handle].GetEnumerator();
+ _waitingTriggers.Remove(handle);
+
+ while (tasksEnum.MoveNext())
+ {
+ if (_handleToIndex.ContainsKey(tasksEnum.Current.Handle))
+ {
+ ProcessIndex coIndex = _handleToIndex[tasksEnum.Current.Handle];
+
+ //if (tasksEnum.Current.PauseTime > 0d)
+ //CoindexReplace(coIndex, _InjectDelay(CoindexPeek(coIndex), (float)(GetSegmentTime(coIndex.seg) + tasksEnum.Current.PauseTime)));
+
+ CoindexSetPause(coIndex, false);
+ }
+ }
+ }
+
+ private static IEnumerator<float> _InjectDelay(IEnumerator<float> proc, float returnAt)
+ {
+ yield return returnAt;
+
+ ReplacementFunction = delegate { return proc; };
+ yield return float.NaN;
+ }
+
+ /// <summary>
+ /// Use the command "yield return Timing.SwitchCoroutine(segment);" to switch this coroutine to
+ /// the given segment on the default instance.
+ /// </summary>
+ /// <param name="newSegment">The new segment to run in.</param>
+ public static float SwitchCoroutine(Segment newSegment)
+ {
+ ReplacementFunction = (coptr, instance, handle) =>
+ {
+ ProcessIndex index = instance._handleToIndex[handle];
+ instance.RunCoroutineInternal(coptr, newSegment, instance._processLayers.ContainsKey(index) ? instance._processLayers[index] : (int?)null,
+ instance._processTags.ContainsKey(index) ? instance._processTags[index] : null, handle, false);
+ return null;
+ };
+
+ return float.NaN;
+ }
+
+ /// <summary>
+ /// Use the command "yield return Timing.SwitchCoroutine(segment, tag);" to switch this coroutine to
+ /// the given values.
+ /// </summary>
+ /// <param name="newSegment">The new segment to run in.</param>
+ /// <param name="newTag">The new tag to apply, or null to remove this coroutine's tag.</param>
+ public static float SwitchCoroutine(Segment newSegment, string newTag)
+ {
+ ReplacementFunction = (coptr, instance, handle) =>
+ {
+ ProcessIndex index = instance._handleToIndex[handle];
+ instance.RunCoroutineInternal(coptr, newSegment,
+ instance._processLayers.ContainsKey(index) ? instance._processLayers[index] : (int?)null, newTag, handle, false);
+ return null;
+ };
+
+ return float.NaN;
+ }
+
+ /// <summary>
+ /// Use the command "yield return Timing.SwitchCoroutine(segment, layer);" to switch this coroutine to
+ /// the given values.
+ /// </summary>
+ /// <param name="newSegment">The new segment to run in.</param>
+ /// <param name="newLayer">The new layer to apply.</param>
+ public static float SwitchCoroutine(Segment newSegment, int newLayer)
+ {
+ ReplacementFunction = (coptr, instance, handle) =>
+ {
+ ProcessIndex index = instance._handleToIndex[handle];
+ instance.RunCoroutineInternal(coptr, newSegment, newLayer,
+ instance._processTags.ContainsKey(index) ? instance._processTags[index] : null, handle, false);
+ return null;
+ };
+
+ return float.NaN;
+ }
+
+ /// <summary>
+ /// Use the command "yield return Timing.SwitchCoroutine(segment, layer, tag);" to switch this coroutine to
+ /// the given values.
+ /// </summary>
+ /// <param name="newSegment">The new segment to run in.</param>
+ /// <param name="newLayer">The new layer to apply.</param>
+ /// <param name="newTag">The new tag to apply, or null to remove this coroutine's tag.</param>
+ public static float SwitchCoroutine(Segment newSegment, int newLayer, string newTag)
+ {
+ ReplacementFunction = (coptr, instance, handle) =>
+ {
+ instance.RunCoroutineInternal(coptr, newSegment, newLayer, newTag, handle, false);
+ return null;
+ };
+
+ return float.NaN;
+ }
+
+ /// <summary>
+ /// Use the command "yield return Timing.SwitchCoroutine(tag);" to switch this coroutine to
+ /// the given tag.
+ /// </summary>
+ /// <param name="newTag">The new tag to apply, or null to remove this coroutine's tag.</param>
+ public static float SwitchCoroutine(string newTag)
+ {
+ ReplacementFunction = (coptr, instance, handle) =>
+ {
+ instance.RemoveTag(instance._handleToIndex[handle]);
+ if (newTag != null)
+ instance.AddTag(newTag, instance._handleToIndex[handle]);
+ return coptr;
+ };
+ return float.NaN;
+ }
+
+ /// <summary>
+ /// Use the command "yield return Timing.SwitchCoroutine(layer);" to switch this coroutine to
+ /// the given layer.
+ /// </summary>
+ /// <param name="newLayer">The new layer to apply.</param>
+ public static float SwitchCoroutine(int newLayer)
+ {
+ ReplacementFunction = (coptr, instance, handle) =>
+ {
+ instance.RemoveLayer(instance._handleToIndex[handle]);
+ instance.AddLayer(newLayer, instance._handleToIndex[handle]);
+ return coptr;
+ };
+
+ return float.NaN;
+ }
+
+ /// <summary>
+ /// Use the command "yield return Timing.SwitchCoroutine(layer, tag);" to switch this coroutine to
+ /// the given tag.
+ /// </summary>
+ /// <param name="newLayer">The new layer to apply.</param>
+ /// <param name="newTag">The new tag to apply, or null to remove this coroutine's tag.</param>
+ public static float SwitchCoroutine(int newLayer, string newTag)
+ {
+ ReplacementFunction = (coptr, instance, handle) =>
+ {
+ instance.RemoveLayer(instance._handleToIndex[handle]);
+ instance.AddLayer(newLayer, instance._handleToIndex[handle]);
+ instance.RemoveTag(instance._handleToIndex[handle]);
+ if (newTag != null)
+ instance.AddTag(newTag, instance._handleToIndex[handle]);
+ return coptr;
+ };
+
+ return float.NaN;
+ }
+
+ ///// <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;
+ // ReplacementFunction = (coptr, instance, handle) => _StartWhenDone(wwwObject, coptr);
+
+ // return float.NaN;
+ //}
+
+ private static IEnumerator<float> _StartWhenDone(WWW wwwObject, IEnumerator<float> pausedProc)
+ {
+ while (!wwwObject.isDone)
+ yield return 0f;
+
+ ReplacementFunction = delegate { return pausedProc; };
+ 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(AsyncOperation operation)
+ //{
+ // if (operation == null || operation.isDone) return 0f;
+ // ReplacementFunction = (coptr, instance, handle) => _StartWhenDone(operation, coptr);
+ // return float.NaN;
+ //}
+
+ private static IEnumerator<float> _StartWhenDone(AsyncOperation operation, IEnumerator<float> pausedProc)
+ {
+ while (!operation.isDone)
+ yield return 0f;
+
+ ReplacementFunction = delegate { return pausedProc; };
+ yield return float.NaN;
+ }
+
+#if !UNITY_4_6 && !UNITY_4_7 && !UNITY_5_0 && !UNITY_5_1 && !UNITY_5_2
+ /// <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 0f;
+ // ReplacementFunction = (coptr, instance, handle) => _StartWhenDone(operation, coptr);
+ // return float.NaN;
+ //}
+
+ private static IEnumerator<float> _StartWhenDone(CustomYieldInstruction operation, IEnumerator<float> pausedProc)
+ {
+ while (operation.keepWaiting)
+ yield return 0f;
+
+ ReplacementFunction = delegate { return pausedProc; };
+ yield return float.NaN;
+ }
+#endif
+
+ /// <summary>
+ /// Use the command "yield return Timing.WaitUntilTrue(evaluatorFunc);" to pause the current
+ /// coroutine until the evaluator function returns true.
+ /// </summary>
+ /// <param name="evaluatorFunc">The evaluator function.</param>
+ public static float WaitUntilTrue(System.Func<bool> evaluatorFunc)
+ {
+ if (evaluatorFunc == null || evaluatorFunc()) return 0f;
+ ReplacementFunction = (coptr, instance, handle) => _StartWhenDone(evaluatorFunc, false, coptr);
+ return float.NaN;
+ }
+
+ /// <summary>
+ /// Use the command "yield return Timing.WaitUntilFalse(evaluatorFunc);" to pause the current
+ /// coroutine until the evaluator function returns false.
+ /// </summary>
+ /// <param name="evaluatorFunc">The evaluator function.</param>
+ public static float WaitUntilFalse(System.Func<bool> evaluatorFunc)
+ {
+ if (evaluatorFunc == null || !evaluatorFunc()) return 0f;
+ ReplacementFunction = (coptr, instance, handle) => _StartWhenDone(evaluatorFunc, true, coptr);
+ return float.NaN;
+ }
+
+ private static IEnumerator<float> _StartWhenDone(System.Func<bool> evaluatorFunc, bool continueOn, IEnumerator<float> pausedProc)
+ {
+ while (evaluatorFunc() == continueOn)
+ yield return 0f;
+
+ ReplacementFunction = delegate { return pausedProc; };
+ yield return float.NaN;
+ }
+
+
+
+
+ /// <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));
+ }
+
+ /// <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));
+ }
+
+ private IEnumerator<float> _DelayedCall(float delay, System.Action action)
+ {
+ yield return WaitForSecondsOnInstance(delay);
+
+ 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="timing">The timing segment to run in.</param>
+ /// <param name="onDone">An optional action to call when this function finishes.</param>
+ /// <returns>The handle to the coroutine that is started by this function.</returns>
+ public static CoroutineHandle CallPeriodically(float timeframe, float period, System.Action action, Segment timing, System.Action onDone = null)
+ {
+ return action == null ? new CoroutineHandle() : RunCoroutine(Instance._CallContinuously(timeframe, period, action, onDone), timing);
+ }
+
+ /// <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="timing">The timing segment to run in.</param>
+ /// <param name="onDone">An optional action to call when this function finishes.</param>
+ /// <returns>The handle to the coroutine that is started by this function.</returns>
+ public CoroutineHandle CallPeriodicallyOnInstance(float timeframe, float period, System.Action action, Segment timing, System.Action onDone = null)
+ {
+ return action == null ? new CoroutineHandle() : RunCoroutineOnInstance(_CallContinuously(timeframe, period, action, onDone), timing);
+ }
+
+ /// <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 ProcessData : System.IEquatable<ProcessData>
+ {
+ public CoroutineHandle Handle;
+ //public float PauseTime;
+
+ public bool Equals(ProcessData other)
+ {
+ return Handle == other.Handle;
+ }
+
+ public override bool Equals(object other)
+ {
+ if (other is ProcessData)
+ return Equals((ProcessData)other);
+ return false;
+ }
+
+ public override int GetHashCode()
+ {
+ return Handle.GetHashCode();
+ }
+ }
+
+ private struct ProcessIndex : System.IEquatable<ProcessIndex>
+ {
+ public Segment seg;
+ public int i;
+
+ public bool Equals(ProcessIndex other)
+ {
+ return seg == other.seg && i == other.i;
+ }
+
+ public override bool Equals(object other)
+ {
+ if (other is ProcessIndex)
+ return Equals((ProcessIndex)other);
+ return false;
+ }
+
+ public static bool operator ==(ProcessIndex a, ProcessIndex b)
+ {
+ return a.seg == b.seg && a.i == b.i;
+ }
+
+ public static bool operator !=(ProcessIndex a, ProcessIndex b)
+ {
+ return a.seg != b.seg || a.i != b.i;
+ }
+
+ public override int GetHashCode()
+ {
+ return (((int)seg - 4) * (int.MaxValue / 7)) + i;
+ }
+ }
+
+ }
+
+ public enum Segment
+ {
+ Invalid = -1,
+ Update,
+ FixedUpdate,
+ LateUpdate,
+ SlowUpdate,
+ RealtimeUpdate,
+ EditorUpdate,
+ EditorSlowUpdate,
+ EndOfFrame,
+ ManualTimeframe
+ }
+
+ /// <summary>
+ /// A handle for a MEC coroutine.
+ /// </summary>
+ public struct CoroutineHandle : System.IEquatable<CoroutineHandle>
+ {
+ private static int _nextIndex;
+ private readonly int _id;
+
+ public byte Key { get { return (byte)(_id & 0x1F); } }
+
+ public CoroutineHandle(byte ind)
+ {
+ if (ind > 0x1F)
+ ind -= 0x1F;
+
+ _id = _nextIndex + ind;
+ _nextIndex += 0x20;
+ }
+
+ 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>
+ /// Get or set the corrosponding coroutine's tag. Null removes the tag or represents no tag assigned.
+ /// </summary>
+ public string Tag
+ {
+ get { return Timing.GetTag(this); }
+ set { Timing.SetTag(this, value); }
+ }
+
+ /// <summary>
+ /// Get or set the corrosponding coroutine's layer. Null removes the layer or represents no layer assigned.
+ /// </summary>
+ public int? Layer
+ {
+ get { return Timing.GetLayer(this); }
+ set
+ {
+ if (value == null)
+ Timing.RemoveLayer(this);
+ else
+ Timing.SetLayer(this, (int)value);
+ }
+ }
+
+ /// <summary>
+ /// Get or set the coorsponding coroutine's segment.
+ /// </summary>
+ public Segment Segment
+ {
+ get { return Timing.GetSegment(this); }
+ set { Timing.SetSegment(this, value); }
+ }
+
+ /// <summary>
+ /// Is true until the coroutine function ends or is killed. Setting this to false will kill the coroutine.
+ /// </summary>
+ public bool IsRunning
+ {
+ get { return Timing.IsRunning(this); }
+ set { if (!value) Timing.KillCoroutines(this); }
+ }
+
+ /// <summary>
+ /// Is true while the coroutine is paused (but not in a WaitUntilDone holding pattern). Setting this will pause and resume the coroutine.
+ /// </summary>
+ public bool IsPaused
+ {
+ get { return Timing.IsPaused(this); }
+ set { if (value) Timing.PauseCoroutines(this); else Timing.ResumeCoroutines(this); }
+ }
+ }
+}
+
+public static class MECExtensionMethods
+{
+ /// <summary>
+ /// Adds a delay to the beginning of this coroutine.
+ /// </summary>
+ /// <param name="coroutine">The coroutine handle to act upon.</param>
+ /// <param name="timeToDelay">The number of seconds to delay this coroutine.</param>
+ /// <returns>The modified coroutine handle.</returns>
+ public static IEnumerator<float> Delay(this IEnumerator<float> coroutine, float timeToDelay)
+ {
+ yield return MovementEffects.Timing.WaitForSeconds(timeToDelay);
+
+ while (coroutine.MoveNext())
+ yield return coroutine.Current;
+ }
+
+ /// <summary>
+ /// Adds a delay to the beginning of this coroutine until a function returns true.
+ /// </summary>
+ /// <param name="coroutine">The coroutine handle to act upon.</param>
+ /// <param name="condition">The coroutine will be paused until this function returns true.</param>
+ /// <returns>The modified coroutine handle.</returns>
+ public static IEnumerator<float> Delay(this IEnumerator<float> coroutine, System.Func<bool> condition)
+ {
+ while (!condition())
+ yield return 0f;
+
+ while (coroutine.MoveNext())
+ yield return coroutine.Current;
+ }
+
+ /// <summary>
+ /// Adds a delay to the beginning of this coroutine until a function returns true.
+ /// </summary>
+ /// <param name="coroutine">The coroutine handle to act upon.</param>
+ /// <param name="data">A variable that will be passed into the condition function each time it is tested.</param>
+ /// <param name="condition">The coroutine will be paused until this function returns true.</param>
+ /// <returns>The modified coroutine handle.</returns>
+ public static IEnumerator<float> Delay<T>(this IEnumerator<float> coroutine, T data, System.Func<T, bool> condition)
+ {
+ while (!condition(data))
+ yield return 0f;
+
+ while (coroutine.MoveNext())
+ yield return coroutine.Current;
+ }
+
+ /// <summary>
+ /// 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 (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 (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 (gameObject1 && gameObject1.activeInHierarchy && gameObject2 && gameObject2.activeInHierarchy &&
+ gameObject3 && gameObject3.activeInHierarchy && coroutine.MoveNext())
+ yield return coroutine.Current;
+ }
+
+ /// <summary>
+ /// Cancels this coroutine when the supplied function returns false.
+ /// </summary>
+ /// <param name="coroutine">The coroutine handle to act upon.</param>
+ /// <param name="condition">The test function. True for continue, false to stop.</param>
+ /// <returns>The modified coroutine handle.</returns>
+ public static IEnumerator<float> CancelWith(this IEnumerator<float> coroutine, System.Func<bool> condition)
+ {
+ if (condition == null) yield break;
+
+ while (condition() && coroutine.MoveNext())
+ yield return coroutine.Current;
+ }
+
+ /// <summary>
+ /// Runs the supplied coroutine immediately after this one.
+ /// </summary>
+ /// <param name="coroutine">The coroutine handle to act upon.</param>
+ /// <param name="nextCoroutine">The coroutine to run next.</param>
+ /// <returns>The modified coroutine handle.</returns>
+ public static IEnumerator<float> Append(this IEnumerator<float> coroutine, IEnumerator<float> nextCoroutine)
+ {
+ while (coroutine.MoveNext())
+ yield return coroutine.Current;
+
+ if (nextCoroutine != null)
+ while (nextCoroutine.MoveNext())
+ yield return nextCoroutine.Current;
+ }
+
+ /// <summary>
+ /// Runs the supplied function immediately after this coroutine finishes.
+ /// </summary>
+ /// <param name="coroutine">The coroutine handle to act upon.</param>
+ /// <param name="onDone">The action to run after this coroutine finishes.</param>
+ /// <returns>The modified coroutine handle.</returns>
+ public static IEnumerator<float> Append(this IEnumerator<float> coroutine, System.Action onDone)
+ {
+ while (coroutine.MoveNext())
+ yield return coroutine.Current;
+
+ if (onDone != null)
+ onDone();
+ }
+
+ /// <summary>
+ /// Runs the supplied coroutine immediately before this one.
+ /// </summary>
+ /// <param name="coroutine">The coroutine handle to act upon.</param>
+ /// <param name="lastCoroutine">The coroutine to run first.</param>
+ /// <returns>The modified coroutine handle.</returns>
+ public static IEnumerator<float> Prepend(this IEnumerator<float> coroutine, IEnumerator<float> lastCoroutine)
+ {
+ if (lastCoroutine != null)
+ while (lastCoroutine.MoveNext())
+ yield return lastCoroutine.Current;
+
+ while (coroutine.MoveNext())
+ yield return coroutine.Current;
+ }
+
+ /// <summary>
+ /// Runs the supplied function immediately before this coroutine starts.
+ /// </summary>
+ /// <param name="coroutine">The coroutine handle to act upon.</param>
+ /// <param name="onStart">The action to run before this coroutine starts.</param>
+ /// <returns>The modified coroutine handle.</returns>
+ public static IEnumerator<float> Prepend(this IEnumerator<float> coroutine, System.Action onStart)
+ {
+ if (onStart != null)
+ onStart();
+
+ while (coroutine.MoveNext())
+ yield return coroutine.Current;
+ }
+
+ /// <summary>
+ /// Combines the this coroutine with another and runs them in a combined handle.
+ /// </summary>
+ /// <param name="coroutineA">The coroutine handle to act upon.</param>
+ /// <param name="coroutineB">The coroutine handle to combine.</param>
+ /// <returns>The modified coroutine handle.</returns>
+ public static IEnumerator<float> Superimpose(this IEnumerator<float> coroutineA, IEnumerator<float> coroutineB)
+ {
+ return Superimpose(coroutineA, coroutineB, MovementEffects.Timing.Instance);
+ }
+
+ /// <summary>
+ /// Combines the this coroutine with another and runs them in a combined handle.
+ /// </summary>
+ /// <param name="coroutineA">The coroutine handle to act upon.</param>
+ /// <param name="coroutineB">The coroutine handle to combine.</param>
+ /// <param name="instance">The timing instance that this will be run in, if not the default instance.</param>
+ /// <returns>The modified coroutine handle.</returns>
+ public static IEnumerator<float> Superimpose(this IEnumerator<float> coroutineA, IEnumerator<float> coroutineB, MovementEffects.Timing instance)
+ {
+ while (coroutineA != null || coroutineB != null)
+ {
+ if (coroutineA != null && !(instance.localTime < coroutineA.Current) && !coroutineA.MoveNext())
+ coroutineA = null;
+
+ if (coroutineB != null && !(instance.localTime < coroutineB.Current) && !coroutineB.MoveNext())
+ coroutineB = null;
+
+ if ((coroutineA != null && float.IsNaN(coroutineA.Current)) || (coroutineB != null && float.IsNaN(coroutineB.Current)))
+ yield return float.NaN;
+ else if (coroutineA != null && coroutineB != null)
+ yield return coroutineA.Current < coroutineB.Current ? coroutineA.Current : coroutineB.Current;
+ else if (coroutineA == null && coroutineB != null)
+ yield return coroutineB.Current;
+ else if (coroutineA != null)
+ yield return coroutineA.Current;
+ }
+ }
+
+ /// <summary>
+ /// Uses the passed in function to change the return values of this coroutine.
+ /// </summary>
+ /// <param name="coroutine">The coroutine handle to act upon.</param>
+ /// <param name="newReturn">A function that takes the current return value and returns the new return.</param>
+ /// <returns>The modified coroutine handle.</returns>
+ public static IEnumerator<float> Hijack(this IEnumerator<float> coroutine, System.Func<float, float> newReturn)
+ {
+ if (newReturn == null) yield break;
+
+ while (coroutine.MoveNext())
+ yield return newReturn(coroutine.Current);
+ }
+}
+