diff options
Diffstat (limited to 'WorldlineKeepers/Assets/Scripts/Tools/Trinary Software/Timing.cs')
-rw-r--r-- | WorldlineKeepers/Assets/Scripts/Tools/Trinary Software/Timing.cs | 4655 |
1 files changed, 4655 insertions, 0 deletions
diff --git a/WorldlineKeepers/Assets/Scripts/Tools/Trinary Software/Timing.cs b/WorldlineKeepers/Assets/Scripts/Tools/Trinary Software/Timing.cs new file mode 100644 index 0000000..6e38b0c --- /dev/null +++ b/WorldlineKeepers/Assets/Scripts/Tools/Trinary Software/Timing.cs @@ -0,0 +1,4655 @@ +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); + } +} + |