using UnityEngine;
using System.Collections.Generic;
using UnityEngine.Assertions;
#if UNITY_5_5_OR_NEWER
using UnityEngine.Profiling;
#endif
// /////////////////////////////////////////////////////////////////////////////////////////
// More Effective Coroutines
// v3.10.2
//
// This is an improved implementation of coroutines that boasts zero per-frame memory allocations,
// runs about twice as fast as Unity's built in coroutines and has a range of extra features.
//
// This is the free version. MEC also has a pro version, which can be found here:
// https://www.assetstore.unity3d.com/en/#!/content/68480
// The pro version contains exactly the same core that the free version uses, but also
// contains many additional features. Every function that exists in MEC Free also exists in MEC Pro,
// so you can upgrade at any time without breaking existing code.
//
// For manual, support, or upgrade guide visit http://trinary.tech/
//
// Created by Teal Rogers
// Trinary Software
// All rights preserved
// /////////////////////////////////////////////////////////////////////////////////////////
namespace MEC
{
public class Timing : MonoBehaviour
{
///
/// The time between calls to SlowUpdate.
///
[Tooltip("How quickly the SlowUpdate segment ticks.")]
public float TimeBetweenSlowUpdateCalls = 1f / 7f;
///
/// 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.
///
[Tooltip("How much data should be sent to the profiler window when it's open.")]
public DebugInfoType ProfilerDebugAmount;
///
/// The number of coroutines that are being run in the Update segment.
///
[Tooltip("A count of the number of Update coroutines that are currently running."), Space(12)]
public int UpdateCoroutines;
///
/// The number of coroutines that are being run in the FixedUpdate segment.
///
[Tooltip("A count of the number of FixedUpdate coroutines that are currently running.")]
public int FixedUpdateCoroutines;
///
/// The number of coroutines that are being run in the LateUpdate segment.
///
[Tooltip("A count of the number of LateUpdate coroutines that are currently running.")]
public int LateUpdateCoroutines;
///
/// The number of coroutines that are being run in the SlowUpdate segment.
///
[Tooltip("A count of the number of SlowUpdate coroutines that are currently running.")]
public int SlowUpdateCoroutines;
///
/// The time in seconds that the current segment has been running.
///
[System.NonSerialized]
public float localTime;
///
/// The time in seconds that the current segment has been running.
///
public static float LocalTime { get { return Instance.localTime; } }
///
/// The amount of time in fractional seconds that elapsed between this frame and the last frame.
///
[System.NonSerialized]
public float deltaTime;
///
/// The amount of time in fractional seconds that elapsed between this frame and the last frame.
///
public static float DeltaTime { get { return Instance.deltaTime; } }
///
/// Used for advanced coroutine control.
///
public static System.Func, CoroutineHandle, IEnumerator> ReplacementFunction;
///
/// This event fires just before each segment is run.
///
public static event System.Action OnPreExecute;
///
/// You can use "yield return Timing.WaitForOneFrame;" inside a coroutine function to go to the next frame.
///
public const float WaitForOneFrame = float.NegativeInfinity;
///
/// The main thread that (almost) everything in unity runs in.
///
public static System.Threading.Thread MainThread { get; private set; }
///
/// The handle of the current coroutine that is running.
///
public static CoroutineHandle CurrentCoroutine
{
get
{
for (int i = 0; i < ActiveInstances.Length; i++)
if (ActiveInstances[i] != null && ActiveInstances[i].currentCoroutine.IsValid)
return ActiveInstances[i].currentCoroutine;
return default(CoroutineHandle);
}
}
///
/// The handle of the current coroutine that is running.
///
public CoroutineHandle currentCoroutine { get; private set; }
private static object _tmpRef;
private static bool _tmpBool;
private static CoroutineHandle _tmpHandle;
private int _currentUpdateFrame;
private int _currentLateUpdateFrame;
private int _currentSlowUpdateFrame;
private int _nextUpdateProcessSlot;
private int _nextLateUpdateProcessSlot;
private int _nextFixedUpdateProcessSlot;
private int _nextSlowUpdateProcessSlot;
private int _lastUpdateProcessSlot;
private int _lastLateUpdateProcessSlot;
private int _lastFixedUpdateProcessSlot;
private int _lastSlowUpdateProcessSlot;
private float _lastUpdateTime;
private float _lastLateUpdateTime;
private float _lastFixedUpdateTime;
private float _lastSlowUpdateTime;
private float _lastSlowUpdateDeltaTime;
private ushort _framesSinceUpdate;
private ushort _expansions = 1;
[SerializeField, HideInInspector]
private byte _instanceID;
private readonly Dictionary> _waitingTriggers = new Dictionary>();
private readonly HashSet _allWaiting = new HashSet();
private readonly Dictionary _handleToIndex = new Dictionary();
private readonly Dictionary _indexToHandle = new Dictionary();
private readonly Dictionary _processTags = new Dictionary();
private readonly Dictionary> _taggedProcesses = new Dictionary>();
private IEnumerator[] UpdateProcesses = new IEnumerator[InitialBufferSizeLarge];
private IEnumerator[] LateUpdateProcesses = new IEnumerator[InitialBufferSizeSmall];
private IEnumerator[] FixedUpdateProcesses = new IEnumerator[InitialBufferSizeMedium];
private IEnumerator[] SlowUpdateProcesses = new IEnumerator[InitialBufferSizeMedium];
private bool[] UpdatePaused = new bool[InitialBufferSizeLarge];
private bool[] LateUpdatePaused = new bool[InitialBufferSizeSmall];
private bool[] FixedUpdatePaused = new bool[InitialBufferSizeMedium];
private bool[] SlowUpdatePaused = new bool[InitialBufferSizeMedium];
private bool[] UpdateHeld = new bool[InitialBufferSizeLarge];
private bool[] LateUpdateHeld = new bool[InitialBufferSizeSmall];
private bool[] FixedUpdateHeld = new bool[InitialBufferSizeMedium];
private bool[] SlowUpdateHeld = new bool[InitialBufferSizeMedium];
private const ushort FramesUntilMaintenance = 64;
private const int ProcessArrayChunkSize = 64;
private const int InitialBufferSizeLarge = 256;
private const int InitialBufferSizeMedium = 64;
private const int InitialBufferSizeSmall = 8;
private static Timing[] ActiveInstances = new Timing[16];
private static Timing _instance;
public static Timing Instance
{
get
{
if (_instance == null || !_instance.gameObject)
{
GameObject instanceHome = GameObject.Find("Timing Controller");
if (instanceHome == null)
{
instanceHome = new GameObject { name = "Timing Controller" };
DontDestroyOnLoad(instanceHome);
}
_instance = instanceHome.GetComponent() ?? instanceHome.AddComponent();
_instance.InitializeInstanceID();
}
return _instance;
}
set { _instance = value; }
}
void OnDestroy()
{
if (_instance == this)
_instance = null;
}
void OnEnable()
{
if (MainThread == null)
MainThread = System.Threading.Thread.CurrentThread;
InitializeInstanceID();
}
void OnDisable()
{
if (_instanceID < ActiveInstances.Length)
ActiveInstances[_instanceID] = null;
}
private void InitializeInstanceID()
{
if (ActiveInstances[_instanceID] == null)
{
if (_instanceID == 0x00)
_instanceID++;
for (; _instanceID <= 0x10; _instanceID++)
{
if (_instanceID == 0x10)
{
GameObject.Destroy(gameObject);
throw new System.OverflowException("You are only allowed 15 different contexts for MEC to run inside at one time.");
}
if (ActiveInstances[_instanceID] == null)
{
ActiveInstances[_instanceID] = this;
break;
}
}
}
}
void Update()
{
if (OnPreExecute != null)
OnPreExecute();
if (_lastSlowUpdateTime + TimeBetweenSlowUpdateCalls < Time.realtimeSinceStartup && _nextSlowUpdateProcessSlot > 0)
{
ProcessIndex coindex = new ProcessIndex { seg = Segment.SlowUpdate };
if (UpdateTimeValues(coindex.seg))
_lastSlowUpdateProcessSlot = _nextSlowUpdateProcessSlot;
for (coindex.i = 0; coindex.i < _lastSlowUpdateProcessSlot; coindex.i++)
{
try
{
if (!SlowUpdatePaused[coindex.i] && !SlowUpdateHeld[coindex.i] && SlowUpdateProcesses[coindex.i] != null && !(localTime < SlowUpdateProcesses[coindex.i].Current))
{
currentCoroutine = _indexToHandle[coindex];
if (ProfilerDebugAmount != DebugInfoType.None && _indexToHandle.ContainsKey(coindex))
{
Profiler.BeginSample(ProfilerDebugAmount == DebugInfoType.SeperateTags ? ("Processing Coroutine (Slow Update)" +
(_processTags.ContainsKey(_indexToHandle[coindex]) ? ", tag " + _processTags[_indexToHandle[coindex]] : ", no tag"))
: "Processing Coroutine (Slow Update)");
}
if (!SlowUpdateProcesses[coindex.i].MoveNext())
{
if (_indexToHandle.ContainsKey(coindex))
KillCoroutinesOnInstance(_indexToHandle[coindex]);
}
else if (SlowUpdateProcesses[coindex.i] != null && float.IsNaN(SlowUpdateProcesses[coindex.i].Current))
{
if (ReplacementFunction != null)
{
SlowUpdateProcesses[coindex.i] = ReplacementFunction(SlowUpdateProcesses[coindex.i], _indexToHandle[coindex]);
ReplacementFunction = null;
}
coindex.i--;
}
if (ProfilerDebugAmount != DebugInfoType.None)
Profiler.EndSample();
}
}
catch (System.Exception ex)
{
Debug.LogException(ex);
if (ex is MissingReferenceException)
Debug.LogError("This exception can probably be fixed by adding \"CancelWith(gameObject)\" when you run the coroutine.\n"
+ "Example: Timing.RunCoroutine(_foo().CancelWith(gameObject), Segment.SlowUpdate);");
}
}
}
if (_nextUpdateProcessSlot > 0)
{
ProcessIndex coindex = new ProcessIndex { seg = Segment.Update };
if (UpdateTimeValues(coindex.seg))
_lastUpdateProcessSlot = _nextUpdateProcessSlot;
for (coindex.i = 0; coindex.i < _lastUpdateProcessSlot; coindex.i++)
{
try
{
if (!UpdatePaused[coindex.i] && !UpdateHeld[coindex.i] && UpdateProcesses[coindex.i] != null && !(localTime < UpdateProcesses[coindex.i].Current))
{
currentCoroutine = _indexToHandle[coindex];
if (ProfilerDebugAmount != DebugInfoType.None && _indexToHandle.ContainsKey(coindex))
{
Profiler.BeginSample(ProfilerDebugAmount == DebugInfoType.SeperateTags ? ("Processing Coroutine" +
(_processTags.ContainsKey(_indexToHandle[coindex]) ? ", tag " + _processTags[_indexToHandle[coindex]] : ", no tag"))
: "Processing Coroutine");
}
if (!UpdateProcesses[coindex.i].MoveNext())
{
if (_indexToHandle.ContainsKey(coindex))
KillCoroutinesOnInstance(_indexToHandle[coindex]);
}
else if (UpdateProcesses[coindex.i] != null && float.IsNaN(UpdateProcesses[coindex.i].Current))
{
if (ReplacementFunction != null)
{
UpdateProcesses[coindex.i] = ReplacementFunction(UpdateProcesses[coindex.i], _indexToHandle[coindex]);
ReplacementFunction = null;
}
coindex.i--;
}
if (ProfilerDebugAmount != DebugInfoType.None)
Profiler.EndSample();
}
}
catch (System.Exception ex)
{
Debug.LogException(ex);
if (ex is MissingReferenceException)
Debug.LogError("This exception can probably be fixed by adding \"CancelWith(gameObject)\" when you run the coroutine.\n"
+ "Example: Timing.RunCoroutine(_foo().CancelWith(gameObject));");
}
}
}
currentCoroutine = default(CoroutineHandle);
if(++_framesSinceUpdate > FramesUntilMaintenance)
{
_framesSinceUpdate = 0;
if (ProfilerDebugAmount != DebugInfoType.None)
Profiler.BeginSample("Maintenance Task");
RemoveUnused();
if (ProfilerDebugAmount != DebugInfoType.None)
Profiler.EndSample();
}
}
void FixedUpdate()
{
if (OnPreExecute != null)
OnPreExecute();
if (_nextFixedUpdateProcessSlot > 0)
{
ProcessIndex coindex = new ProcessIndex { seg = Segment.FixedUpdate };
if (UpdateTimeValues(coindex.seg))
_lastFixedUpdateProcessSlot = _nextFixedUpdateProcessSlot;
for (coindex.i = 0; coindex.i < _lastFixedUpdateProcessSlot; coindex.i++)
{
try
{
if (!FixedUpdatePaused[coindex.i] && !FixedUpdateHeld[coindex.i] && FixedUpdateProcesses[coindex.i] != null && !(localTime < FixedUpdateProcesses[coindex.i].Current))
{
currentCoroutine = _indexToHandle[coindex];
if (ProfilerDebugAmount != DebugInfoType.None && _indexToHandle.ContainsKey(coindex))
{
Profiler.BeginSample(ProfilerDebugAmount == DebugInfoType.SeperateTags ? ("Processing Coroutine" +
(_processTags.ContainsKey(_indexToHandle[coindex]) ? ", tag " + _processTags[_indexToHandle[coindex]] : ", no tag"))
: "Processing Coroutine");
}
if (!FixedUpdateProcesses[coindex.i].MoveNext())
{
if (_indexToHandle.ContainsKey(coindex))
KillCoroutinesOnInstance(_indexToHandle[coindex]);
}
else if (FixedUpdateProcesses[coindex.i] != null && float.IsNaN(FixedUpdateProcesses[coindex.i].Current))
{
if (ReplacementFunction != null)
{
FixedUpdateProcesses[coindex.i] = ReplacementFunction(FixedUpdateProcesses[coindex.i], _indexToHandle[coindex]);
ReplacementFunction = null;
}
coindex.i--;
}
if (ProfilerDebugAmount != DebugInfoType.None)
Profiler.EndSample();
}
}
catch (System.Exception ex)
{
Debug.LogException(ex);
if (ex is MissingReferenceException)
Debug.LogError("This exception can probably be fixed by adding \"CancelWith(gameObject)\" when you run the coroutine.\n"
+ "Example: Timing.RunCoroutine(_foo().CancelWith(gameObject), Segment.FixedUpdate);");
}
}
currentCoroutine = default(CoroutineHandle);
}
}
void LateUpdate()
{
if (OnPreExecute != null)
OnPreExecute();
if (_nextLateUpdateProcessSlot > 0)
{
ProcessIndex coindex = new ProcessIndex { seg = Segment.LateUpdate };
if (UpdateTimeValues(coindex.seg))
_lastLateUpdateProcessSlot = _nextLateUpdateProcessSlot;
for (coindex.i = 0; coindex.i < _lastLateUpdateProcessSlot; coindex.i++)
{
try
{
if (!LateUpdatePaused[coindex.i] && !LateUpdateHeld[coindex.i] && LateUpdateProcesses[coindex.i] != null && !(localTime < LateUpdateProcesses[coindex.i].Current))
{
currentCoroutine = _indexToHandle[coindex];
if (ProfilerDebugAmount != DebugInfoType.None && _indexToHandle.ContainsKey(coindex))
{
Profiler.BeginSample(ProfilerDebugAmount == DebugInfoType.SeperateTags ? ("Processing Coroutine" +
(_processTags.ContainsKey(_indexToHandle[coindex]) ? ", tag " + _processTags[_indexToHandle[coindex]] : ", no tag"))
: "Processing Coroutine");
}
if (!LateUpdateProcesses[coindex.i].MoveNext())
{
if (_indexToHandle.ContainsKey(coindex))
KillCoroutinesOnInstance(_indexToHandle[coindex]);
}
else if (LateUpdateProcesses[coindex.i] != null && float.IsNaN(LateUpdateProcesses[coindex.i].Current))
{
if (ReplacementFunction != null)
{
LateUpdateProcesses[coindex.i] = ReplacementFunction(LateUpdateProcesses[coindex.i], _indexToHandle[coindex]);
ReplacementFunction = null;
}
coindex.i--;
}
if (ProfilerDebugAmount != DebugInfoType.None)
Profiler.EndSample();
}
}
catch (System.Exception ex)
{
Debug.LogException(ex);
if (ex is MissingReferenceException)
Debug.LogError("This exception can probably be fixed by adding \"CancelWith(gameObject)\" when you run the coroutine.\n"
+ "Example: Timing.RunCoroutine(_foo().CancelWith(gameObject), Segment.LateUpdate);");
}
}
currentCoroutine = default(CoroutineHandle);
}
}
private void RemoveUnused()
{
var waitTrigsEnum = _waitingTriggers.GetEnumerator();
while (waitTrigsEnum.MoveNext())
{
if (waitTrigsEnum.Current.Value.Count == 0)
{
_waitingTriggers.Remove(waitTrigsEnum.Current.Key);
waitTrigsEnum = _waitingTriggers.GetEnumerator();
continue;
}
if (_handleToIndex.ContainsKey(waitTrigsEnum.Current.Key) && CoindexIsNull(_handleToIndex[waitTrigsEnum.Current.Key]))
{
CloseWaitingProcess(waitTrigsEnum.Current.Key);
waitTrigsEnum = _waitingTriggers.GetEnumerator();
}
}
ProcessIndex outer, inner;
outer.seg = inner.seg = Segment.Update;
for (outer.i = inner.i = 0; outer.i < _nextUpdateProcessSlot; outer.i++)
{
if (UpdateProcesses[outer.i] != null)
{
if (outer.i != inner.i)
{
UpdateProcesses[inner.i] = UpdateProcesses[outer.i];
UpdatePaused[inner.i] = UpdatePaused[outer.i];
UpdateHeld[inner.i] = UpdateHeld[outer.i];
if (_indexToHandle.ContainsKey(inner))
{
RemoveTag(_indexToHandle[inner]);
_handleToIndex.Remove(_indexToHandle[inner]);
_indexToHandle.Remove(inner);
}
_handleToIndex[_indexToHandle[outer]] = inner;
_indexToHandle.Add(inner, _indexToHandle[outer]);
_indexToHandle.Remove(outer);
}
inner.i++;
}
}
for (outer.i = inner.i; outer.i < _nextUpdateProcessSlot; outer.i++)
{
UpdateProcesses[outer.i] = null;
UpdatePaused[outer.i] = false;
UpdateHeld[outer.i] = false;
if (_indexToHandle.ContainsKey(outer))
{
RemoveTag(_indexToHandle[outer]);
_handleToIndex.Remove(_indexToHandle[outer]);
_indexToHandle.Remove(outer);
}
}
_lastUpdateProcessSlot -= _nextUpdateProcessSlot - inner.i;
UpdateCoroutines = _nextUpdateProcessSlot = inner.i;
outer.seg = inner.seg = Segment.FixedUpdate;
for (outer.i = inner.i = 0; outer.i < _nextFixedUpdateProcessSlot; outer.i++)
{
if (FixedUpdateProcesses[outer.i] != null)
{
if (outer.i != inner.i)
{
FixedUpdateProcesses[inner.i] = FixedUpdateProcesses[outer.i];
FixedUpdatePaused[inner.i] = FixedUpdatePaused[outer.i];
FixedUpdateHeld[inner.i] = FixedUpdateHeld[outer.i];
if (_indexToHandle.ContainsKey(inner))
{
RemoveTag(_indexToHandle[inner]);
_handleToIndex.Remove(_indexToHandle[inner]);
_indexToHandle.Remove(inner);
}
_handleToIndex[_indexToHandle[outer]] = inner;
_indexToHandle.Add(inner, _indexToHandle[outer]);
_indexToHandle.Remove(outer);
}
inner.i++;
}
}
for (outer.i = inner.i; outer.i < _nextFixedUpdateProcessSlot; outer.i++)
{
FixedUpdateProcesses[outer.i] = null;
FixedUpdatePaused[outer.i] = false;
FixedUpdateHeld[outer.i] = false;
if (_indexToHandle.ContainsKey(outer))
{
RemoveTag(_indexToHandle[outer]);
_handleToIndex.Remove(_indexToHandle[outer]);
_indexToHandle.Remove(outer);
}
}
_lastFixedUpdateProcessSlot -= _nextFixedUpdateProcessSlot - inner.i;
FixedUpdateCoroutines = _nextFixedUpdateProcessSlot = inner.i;
outer.seg = inner.seg = Segment.LateUpdate;
for (outer.i = inner.i = 0; outer.i < _nextLateUpdateProcessSlot; outer.i++)
{
if (LateUpdateProcesses[outer.i] != null)
{
if (outer.i != inner.i)
{
LateUpdateProcesses[inner.i] = LateUpdateProcesses[outer.i];
LateUpdatePaused[inner.i] = LateUpdatePaused[outer.i];
LateUpdateHeld[inner.i] = LateUpdateHeld[outer.i];
if (_indexToHandle.ContainsKey(inner))
{
RemoveTag(_indexToHandle[inner]);
_handleToIndex.Remove(_indexToHandle[inner]);
_indexToHandle.Remove(inner);
}
_handleToIndex[_indexToHandle[outer]] = inner;
_indexToHandle.Add(inner, _indexToHandle[outer]);
_indexToHandle.Remove(outer);
}
inner.i++;
}
}
for (outer.i = inner.i; outer.i < _nextLateUpdateProcessSlot; outer.i++)
{
LateUpdateProcesses[outer.i] = null;
LateUpdatePaused[outer.i] = false;
LateUpdateHeld[outer.i] = false;
if (_indexToHandle.ContainsKey(outer))
{
RemoveTag(_indexToHandle[outer]);
_handleToIndex.Remove(_indexToHandle[outer]);
_indexToHandle.Remove(outer);
}
}
_lastLateUpdateProcessSlot -= _nextLateUpdateProcessSlot - inner.i;
LateUpdateCoroutines = _nextLateUpdateProcessSlot = inner.i;
outer.seg = inner.seg = Segment.SlowUpdate;
for (outer.i = inner.i = 0; outer.i < _nextSlowUpdateProcessSlot; outer.i++)
{
if (SlowUpdateProcesses[outer.i] != null)
{
if (outer.i != inner.i)
{
SlowUpdateProcesses[inner.i] = SlowUpdateProcesses[outer.i];
SlowUpdatePaused[inner.i] = SlowUpdatePaused[outer.i];
SlowUpdateHeld[inner.i] = SlowUpdateHeld[outer.i];
if (_indexToHandle.ContainsKey(inner))
{
RemoveTag(_indexToHandle[inner]);
_handleToIndex.Remove(_indexToHandle[inner]);
_indexToHandle.Remove(inner);
}
_handleToIndex[_indexToHandle[outer]] = inner;
_indexToHandle.Add(inner, _indexToHandle[outer]);
_indexToHandle.Remove(outer);
}
inner.i++;
}
}
for (outer.i = inner.i; outer.i < _nextSlowUpdateProcessSlot; outer.i++)
{
SlowUpdateProcesses[outer.i] = null;
SlowUpdatePaused[outer.i] = false;
SlowUpdateHeld[outer.i] = false;
if (_indexToHandle.ContainsKey(outer))
{
RemoveTag(_indexToHandle[outer]);
_handleToIndex.Remove(_indexToHandle[outer]);
_indexToHandle.Remove(outer);
}
}
_lastSlowUpdateProcessSlot -= _nextSlowUpdateProcessSlot - inner.i;
SlowUpdateCoroutines = _nextSlowUpdateProcessSlot = inner.i;
}
///
/// Run a new coroutine in the Update segment.
///
/// The new coroutine's handle.
/// The coroutine's handle, which can be used for Wait and Kill operations.
public static CoroutineHandle RunCoroutine(IEnumerator coroutine)
{
return coroutine == null ? new CoroutineHandle()
: Instance.RunCoroutineInternal(coroutine, Segment.Update, null, new CoroutineHandle(Instance._instanceID), true);
}
///
/// Run a new coroutine in the Update segment.
///
/// The new coroutine's handle.
/// An optional tag to attach to the coroutine which can later be used for Kill operations.
/// The coroutine's handle, which can be used for Wait and Kill operations.
public static CoroutineHandle RunCoroutine(IEnumerator coroutine, string tag)
{
return coroutine == null ? new CoroutineHandle()
: Instance.RunCoroutineInternal(coroutine, Segment.Update, tag, new CoroutineHandle(Instance._instanceID), true);
}
///
/// Run a new coroutine.
///
/// The new coroutine's handle.
/// The segment that the coroutine should run in.
/// The coroutine's handle, which can be used for Wait and Kill operations.
public static CoroutineHandle RunCoroutine(IEnumerator coroutine, Segment segment)
{
return coroutine == null ? new CoroutineHandle()
: Instance.RunCoroutineInternal(coroutine, segment, null, new CoroutineHandle(Instance._instanceID), true);
}
///
/// Run a new coroutine.
///
/// The new coroutine's handle.
/// The segment that the coroutine should run in.
/// An optional tag to attach to the coroutine which can later be used for Kill operations.
/// The coroutine's handle, which can be used for Wait and Kill operations.
public static CoroutineHandle RunCoroutine(IEnumerator coroutine, Segment segment, string tag)
{
return coroutine == null ? new CoroutineHandle()
: Instance.RunCoroutineInternal(coroutine, segment, tag, new CoroutineHandle(Instance._instanceID), true);
}
///
/// Run a new coroutine on this Timing instance in the Update segment.
///
/// The new coroutine's handle.
/// The coroutine's handle, which can be used for Wait and Kill operations.
public CoroutineHandle RunCoroutineOnInstance(IEnumerator coroutine)
{
return coroutine == null ? new CoroutineHandle()
: RunCoroutineInternal(coroutine, Segment.Update, null, new CoroutineHandle(_instanceID), true);
}
///
/// Run a new coroutine on this Timing instance in the Update segment.
///
/// The new coroutine's handle.
/// An optional tag to attach to the coroutine which can later be used for Kill operations.
/// The coroutine's handle, which can be used for Wait and Kill operations.
public CoroutineHandle RunCoroutineOnInstance(IEnumerator coroutine, string tag)
{
return coroutine == null ? new CoroutineHandle()
: RunCoroutineInternal(coroutine, Segment.Update, tag, new CoroutineHandle(_instanceID), true);
}
///
/// Run a new coroutine on this Timing instance.
///
/// The new coroutine's handle.
/// The segment that the coroutine should run in.
/// The coroutine's handle, which can be used for Wait and Kill operations.
public CoroutineHandle RunCoroutineOnInstance(IEnumerator coroutine, Segment segment)
{
return coroutine == null ? new CoroutineHandle()
: RunCoroutineInternal(coroutine, segment, null, new CoroutineHandle(_instanceID), true);
}
///
/// Run a new coroutine on this Timing instance.
///
/// The new coroutine's handle.
/// The segment that the coroutine should run in.
/// An optional tag to attach to the coroutine which can later be used for Kill operations.
/// The coroutine's handle, which can be used for Wait and Kill operations.
public CoroutineHandle RunCoroutineOnInstance(IEnumerator coroutine, Segment segment, string tag)
{
return coroutine == null ? new CoroutineHandle()
: RunCoroutineInternal(coroutine, segment, tag, new CoroutineHandle(_instanceID), true);
}
private CoroutineHandle RunCoroutineInternal(IEnumerator coroutine, Segment segment, string tag, CoroutineHandle handle, bool prewarm)
{
ProcessIndex slot = new ProcessIndex { seg = segment };
if (_handleToIndex.ContainsKey(handle))
{
_indexToHandle.Remove(_handleToIndex[handle]);
_handleToIndex.Remove(handle);
}
float currentLocalTime = localTime;
float currentDeltaTime = deltaTime;
CoroutineHandle cachedHandle = currentCoroutine;
currentCoroutine = handle;
switch (segment)
{
case Segment.Update:
if (_nextUpdateProcessSlot >= UpdateProcesses.Length)
{
IEnumerator[] oldProcArray = UpdateProcesses;
bool[] oldPausedArray = UpdatePaused;
bool[] oldHeldArray = UpdateHeld;
UpdateProcesses = new IEnumerator[UpdateProcesses.Length + (ProcessArrayChunkSize * _expansions++)];
UpdatePaused = new bool[UpdateProcesses.Length];
UpdateHeld = new bool[UpdateProcesses.Length];
for (int i = 0; i < oldProcArray.Length; i++)
{
UpdateProcesses[i] = oldProcArray[i];
UpdatePaused[i] = oldPausedArray[i];
UpdateHeld[i] = oldHeldArray[i];
}
}
if (UpdateTimeValues(slot.seg))
_lastUpdateProcessSlot = _nextUpdateProcessSlot;
slot.i = _nextUpdateProcessSlot++;
UpdateProcesses[slot.i] = coroutine;
if (null != tag)
AddTag(tag, handle);
_indexToHandle.Add(slot, handle);
_handleToIndex.Add(handle, slot);
while (prewarm)
{
if (!UpdateProcesses[slot.i].MoveNext())
{
if (_indexToHandle.ContainsKey(slot))
KillCoroutinesOnInstance(_indexToHandle[slot]);
prewarm = false;
}
else if (UpdateProcesses[slot.i] != null && float.IsNaN(UpdateProcesses[slot.i].Current))
{
if (ReplacementFunction != null)
{
UpdateProcesses[slot.i] = ReplacementFunction(UpdateProcesses[slot.i], _indexToHandle[slot]);
ReplacementFunction = null;
}
prewarm = !UpdatePaused[slot.i] && !UpdateHeld[slot.i];
}
else
{
prewarm = false;
}
}
break;
case Segment.FixedUpdate:
if (_nextFixedUpdateProcessSlot >= FixedUpdateProcesses.Length)
{
IEnumerator[] oldProcArray = FixedUpdateProcesses;
bool[] oldPausedArray = FixedUpdatePaused;
bool[] oldHeldArray = FixedUpdateHeld;
FixedUpdateProcesses = new IEnumerator[FixedUpdateProcesses.Length + (ProcessArrayChunkSize * _expansions++)];
FixedUpdatePaused = new bool[FixedUpdateProcesses.Length];
FixedUpdateHeld = new bool[FixedUpdateProcesses.Length];
for (int i = 0; i < oldProcArray.Length; i++)
{
FixedUpdateProcesses[i] = oldProcArray[i];
FixedUpdatePaused[i] = oldPausedArray[i];
FixedUpdateHeld[i] = oldHeldArray[i];
}
}
if (UpdateTimeValues(slot.seg))
_lastFixedUpdateProcessSlot = _nextFixedUpdateProcessSlot;
slot.i = _nextFixedUpdateProcessSlot++;
FixedUpdateProcesses[slot.i] = coroutine;
if (null != tag)
AddTag(tag, handle);
_indexToHandle.Add(slot, handle);
_handleToIndex.Add(handle, slot);
while (prewarm)
{
if (!FixedUpdateProcesses[slot.i].MoveNext())
{
if (_indexToHandle.ContainsKey(slot))
KillCoroutinesOnInstance(_indexToHandle[slot]);
prewarm = false;
}
else if (FixedUpdateProcesses[slot.i] != null && float.IsNaN(FixedUpdateProcesses[slot.i].Current))
{
if (ReplacementFunction != null)
{
FixedUpdateProcesses[slot.i] = ReplacementFunction(FixedUpdateProcesses[slot.i], _indexToHandle[slot]);
ReplacementFunction = null;
}
prewarm = !FixedUpdatePaused[slot.i] && !FixedUpdateHeld[slot.i];
}
else
{
prewarm = false;
}
}
break;
case Segment.LateUpdate:
if (_nextLateUpdateProcessSlot >= LateUpdateProcesses.Length)
{
IEnumerator[] oldProcArray = LateUpdateProcesses;
bool[] oldPausedArray = LateUpdatePaused;
bool[] oldHeldArray = LateUpdateHeld;
LateUpdateProcesses = new IEnumerator[LateUpdateProcesses.Length + (ProcessArrayChunkSize * _expansions++)];
LateUpdatePaused = new bool[LateUpdateProcesses.Length];
LateUpdateHeld = new bool[LateUpdateProcesses.Length];
for (int i = 0; i < oldProcArray.Length; i++)
{
LateUpdateProcesses[i] = oldProcArray[i];
LateUpdatePaused[i] = oldPausedArray[i];
LateUpdateHeld[i] = oldHeldArray[i];
}
}
if (UpdateTimeValues(slot.seg))
_lastLateUpdateProcessSlot = _nextLateUpdateProcessSlot;
slot.i = _nextLateUpdateProcessSlot++;
LateUpdateProcesses[slot.i] = coroutine;
if (tag != null)
AddTag(tag, handle);
_indexToHandle.Add(slot, handle);
_handleToIndex.Add(handle, slot);
while (prewarm)
{
if (!LateUpdateProcesses[slot.i].MoveNext())
{
if (_indexToHandle.ContainsKey(slot))
KillCoroutinesOnInstance(_indexToHandle[slot]);
prewarm = false;
}
else if (LateUpdateProcesses[slot.i] != null && float.IsNaN(LateUpdateProcesses[slot.i].Current))
{
if (ReplacementFunction != null)
{
LateUpdateProcesses[slot.i] = ReplacementFunction(LateUpdateProcesses[slot.i], _indexToHandle[slot]);
ReplacementFunction = null;
}
prewarm = !LateUpdatePaused[slot.i] && !LateUpdateHeld[slot.i];
}
else
{
prewarm = false;
}
}
break;
case Segment.SlowUpdate:
if (_nextSlowUpdateProcessSlot >= SlowUpdateProcesses.Length)
{
IEnumerator[] oldProcArray = SlowUpdateProcesses;
bool[] oldPausedArray = SlowUpdatePaused;
bool[] oldHeldArray = SlowUpdateHeld;
SlowUpdateProcesses = new IEnumerator[SlowUpdateProcesses.Length + (ProcessArrayChunkSize * _expansions++)];
SlowUpdatePaused = new bool[SlowUpdateProcesses.Length];
SlowUpdateHeld = new bool[SlowUpdateProcesses.Length];
for (int i = 0; i < oldProcArray.Length; i++)
{
SlowUpdateProcesses[i] = oldProcArray[i];
SlowUpdatePaused[i] = oldPausedArray[i];
SlowUpdateHeld[i] = oldHeldArray[i];
}
}
if (UpdateTimeValues(slot.seg))
_lastSlowUpdateProcessSlot = _nextSlowUpdateProcessSlot;
slot.i = _nextSlowUpdateProcessSlot++;
SlowUpdateProcesses[slot.i] = coroutine;
if (tag != null)
AddTag(tag, handle);
_indexToHandle.Add(slot, handle);
_handleToIndex.Add(handle, slot);
while (prewarm)
{
if (!SlowUpdateProcesses[slot.i].MoveNext())
{
if (_indexToHandle.ContainsKey(slot))
KillCoroutinesOnInstance(_indexToHandle[slot]);
prewarm = false;
}
else if (SlowUpdateProcesses[slot.i] != null && float.IsNaN(SlowUpdateProcesses[slot.i].Current))
{
if (ReplacementFunction != null)
{
SlowUpdateProcesses[slot.i] = ReplacementFunction(SlowUpdateProcesses[slot.i], _indexToHandle[slot]);
ReplacementFunction = null;
}
prewarm = !SlowUpdatePaused[slot.i] && !SlowUpdateHeld[slot.i];
}
else
{
prewarm = false;
}
}
break;
default:
handle = new CoroutineHandle();
break;
}
localTime = currentLocalTime;
deltaTime = currentDeltaTime;
currentCoroutine = cachedHandle;
return handle;
}
///
/// This will kill all coroutines running on the main MEC instance and reset the context.
/// NOTE: If you call this function from within a running coroutine then you MUST end the current
/// coroutine. If the running coroutine has more work to do you may run a new "part 2" coroutine
/// function to complete the task before ending the current one.
///
/// The number of coroutines that were killed.
public static int KillCoroutines()
{
return _instance == null ? 0 : _instance.KillCoroutinesOnInstance();
}
///
/// This will kill all coroutines running on the current MEC instance and reset the context.
/// NOTE: If you call this function from within a running coroutine then you MUST end the current
/// coroutine. If the running coroutine has more work to do you may run a new "part 2" coroutine
/// function to complete the task before ending the current one.
///
/// The number of coroutines that were killed.
public int KillCoroutinesOnInstance()
{
int retVal = _nextUpdateProcessSlot + _nextLateUpdateProcessSlot + _nextFixedUpdateProcessSlot + _nextSlowUpdateProcessSlot;
UpdateProcesses = new IEnumerator[InitialBufferSizeLarge];
UpdatePaused = new bool[InitialBufferSizeLarge];
UpdateHeld = new bool[InitialBufferSizeLarge];
UpdateCoroutines = 0;
_nextUpdateProcessSlot = 0;
LateUpdateProcesses = new IEnumerator[InitialBufferSizeSmall];
LateUpdatePaused = new bool[InitialBufferSizeSmall];
LateUpdateHeld = new bool[InitialBufferSizeSmall];
LateUpdateCoroutines = 0;
_nextLateUpdateProcessSlot = 0;
FixedUpdateProcesses = new IEnumerator[InitialBufferSizeMedium];
FixedUpdatePaused = new bool[InitialBufferSizeMedium];
FixedUpdateHeld = new bool[InitialBufferSizeMedium];
FixedUpdateCoroutines = 0;
_nextFixedUpdateProcessSlot = 0;
SlowUpdateProcesses = new IEnumerator[InitialBufferSizeMedium];
SlowUpdatePaused = new bool[InitialBufferSizeMedium];
SlowUpdateHeld = new bool[InitialBufferSizeMedium];
SlowUpdateCoroutines = 0;
_nextSlowUpdateProcessSlot = 0;
_processTags.Clear();
_taggedProcesses.Clear();
_handleToIndex.Clear();
_indexToHandle.Clear();
_waitingTriggers.Clear();
_expansions = (ushort)((_expansions / 2) + 1);
return retVal;
}
///
/// Kills the instances of the coroutine handle if it exists.
///
/// The handle of the coroutine to kill.
/// The number of coroutines that were found and killed (0 or 1).
public static int KillCoroutines(CoroutineHandle handle)
{
return ActiveInstances[handle.Key] != null ? GetInstance(handle.Key).KillCoroutinesOnInstance(handle) : 0;
}
///
/// Kills the instance of the coroutine handle on this Timing instance if it exists.
///
/// The handle of the coroutine to kill.
/// The number of coroutines that were found and killed (0 or 1).
public int KillCoroutinesOnInstance(CoroutineHandle handle)
{
bool foundOne = false;
if (_handleToIndex.ContainsKey(handle))
{
if (_waitingTriggers.ContainsKey(handle))
CloseWaitingProcess(handle);
foundOne = CoindexExtract(_handleToIndex[handle]) != null;
RemoveTag(handle);
}
return foundOne ? 1 : 0;
}
///
/// Kills all coroutines that have the given tag.
///
/// All coroutines with this tag will be killed.
/// The number of coroutines that were found and killed.
public static int KillCoroutines(string tag)
{
return _instance == null ? 0 : _instance.KillCoroutinesOnInstance(tag);
}
///
/// Kills all coroutines that have the given tag.
///
/// All coroutines with this tag will be killed.
/// The number of coroutines that were found and killed.
public int KillCoroutinesOnInstance(string tag)
{
if (tag == null) return 0;
int numberFound = 0;
while (_taggedProcesses.ContainsKey(tag))
{
var matchEnum = _taggedProcesses[tag].GetEnumerator();
matchEnum.MoveNext();
if (Nullify(_handleToIndex[matchEnum.Current]))
{
if (_waitingTriggers.ContainsKey(matchEnum.Current))
CloseWaitingProcess(matchEnum.Current);
numberFound++;
}
RemoveTag(matchEnum.Current);
if (_handleToIndex.ContainsKey(matchEnum.Current))
{
_indexToHandle.Remove(_handleToIndex[matchEnum.Current]);
_handleToIndex.Remove(matchEnum.Current);
}
}
return numberFound;
}
///
/// This will pause all coroutines running on the current MEC instance until ResumeCoroutines is called.
///
/// The number of coroutines that were paused.
public static int PauseCoroutines()
{
return _instance == null ? 0 : _instance.PauseCoroutinesOnInstance();
}
///
/// This will pause all coroutines running on this MEC instance until ResumeCoroutinesOnInstance is called.
///
/// The number of coroutines that were paused.
public int PauseCoroutinesOnInstance()
{
int count = 0;
int i;
for (i = 0; i < _nextUpdateProcessSlot; i++)
{
if (!UpdatePaused[i] && UpdateProcesses[i] != null)
{
count++;
UpdatePaused[i] = true;
if (UpdateProcesses[i].Current > GetSegmentTime(Segment.Update))
UpdateProcesses[i] = _InjectDelay(UpdateProcesses[i],
UpdateProcesses[i].Current - GetSegmentTime(Segment.Update));
}
}
for (i = 0; i < _nextLateUpdateProcessSlot; i++)
{
if (!LateUpdatePaused[i] && LateUpdateProcesses[i] != null)
{
count++;
LateUpdatePaused[i] = true;
if (LateUpdateProcesses[i].Current > GetSegmentTime(Segment.LateUpdate))
LateUpdateProcesses[i] = _InjectDelay(LateUpdateProcesses[i],
LateUpdateProcesses[i].Current - GetSegmentTime(Segment.LateUpdate));
}
}
for (i = 0; i < _nextFixedUpdateProcessSlot; i++)
{
if (!FixedUpdatePaused[i] && FixedUpdateProcesses[i] != null)
{
count++;
FixedUpdatePaused[i] = true;
if (FixedUpdateProcesses[i].Current > GetSegmentTime(Segment.FixedUpdate))
FixedUpdateProcesses[i] = _InjectDelay(FixedUpdateProcesses[i],
FixedUpdateProcesses[i].Current - GetSegmentTime(Segment.FixedUpdate));
}
}
for (i = 0; i < _nextSlowUpdateProcessSlot; i++)
{
if (!SlowUpdatePaused[i] && SlowUpdateProcesses[i] != null)
{
count++;
SlowUpdatePaused[i] = true;
if (SlowUpdateProcesses[i].Current > GetSegmentTime(Segment.SlowUpdate))
SlowUpdateProcesses[i] = _InjectDelay(SlowUpdateProcesses[i],
SlowUpdateProcesses[i].Current - GetSegmentTime(Segment.SlowUpdate));
}
}
return count;
}
///
/// This will pause any matching coroutines until ResumeCoroutines is called.
///
/// The handle of the coroutine to pause.
/// The number of coroutines that were paused (0 or 1).
public static int PauseCoroutines(CoroutineHandle handle)
{
return ActiveInstances[handle.Key] != null ? GetInstance(handle.Key).PauseCoroutinesOnInstance(handle) : 0;
}
///
/// This will pause any matching coroutines running on this MEC instance until ResumeCoroutinesOnInstance is called.
///
/// The handle of the coroutine to pause.
/// The number of coroutines that were paused (0 or 1).
public int PauseCoroutinesOnInstance(CoroutineHandle handle)
{
return _handleToIndex.ContainsKey(handle) && !CoindexIsNull(_handleToIndex[handle]) && !SetPause(_handleToIndex[handle], true) ? 1 : 0;
}
///
/// This will pause any matching coroutines running on the current MEC instance until ResumeCoroutines is called.
///
/// Any coroutines with a matching tag will be paused.
/// The number of coroutines that were paused.
public static int PauseCoroutines(string tag)
{
return _instance == null ? 0 : _instance.PauseCoroutinesOnInstance(tag);
}
///
/// This will pause any matching coroutines running on this MEC instance until ResumeCoroutinesOnInstance is called.
///
/// Any coroutines with a matching tag will be paused.
/// The number of coroutines that were paused.
public int PauseCoroutinesOnInstance(string tag)
{
if (tag == null || !_taggedProcesses.ContainsKey(tag))
return 0;
int count = 0;
var matchesEnum = _taggedProcesses[tag].GetEnumerator();
while (matchesEnum.MoveNext())
if (!CoindexIsNull(_handleToIndex[matchesEnum.Current]) && !SetPause(_handleToIndex[matchesEnum.Current], true))
count++;
return count;
}
///
/// This resumes all coroutines on the current MEC instance if they are currently paused, otherwise it has
/// no effect.
///
/// The number of coroutines that were resumed.
public static int ResumeCoroutines()
{
return _instance == null ? 0 : _instance.ResumeCoroutinesOnInstance();
}
///
/// This resumes all coroutines on this MEC instance if they are currently paused, otherwise it has no effect.
///
/// The number of coroutines that were resumed.
public int ResumeCoroutinesOnInstance()
{
int count = 0;
ProcessIndex coindex;
for (coindex.i = 0, coindex.seg = Segment.Update; coindex.i < _nextUpdateProcessSlot; coindex.i++)
{
if (UpdatePaused[coindex.i] && UpdateProcesses[coindex.i] != null)
{
UpdatePaused[coindex.i] = false;
count++;
}
}
for (coindex.i = 0, coindex.seg = Segment.LateUpdate; coindex.i < _nextLateUpdateProcessSlot; coindex.i++)
{
if (LateUpdatePaused[coindex.i] && LateUpdateProcesses[coindex.i] != null)
{
LateUpdatePaused[coindex.i] = false;
count++;
}
}
for (coindex.i = 0, coindex.seg = Segment.FixedUpdate; coindex.i < _nextFixedUpdateProcessSlot; coindex.i++)
{
if (FixedUpdatePaused[coindex.i] && FixedUpdateProcesses[coindex.i] != null)
{
FixedUpdatePaused[coindex.i] = false;
count++;
}
}
for (coindex.i = 0, coindex.seg = Segment.SlowUpdate; coindex.i < _nextSlowUpdateProcessSlot; coindex.i++)
{
if (SlowUpdatePaused[coindex.i] && SlowUpdateProcesses[coindex.i] != null)
{
SlowUpdatePaused[coindex.i] = false;
count++;
}
}
return count;
}
///
/// This will resume any matching coroutines.
///
/// The handle of the coroutine to resume.
/// The number of coroutines that were resumed (0 or 1).
public static int ResumeCoroutines(CoroutineHandle handle)
{
return ActiveInstances[handle.Key] != null ? GetInstance(handle.Key).ResumeCoroutinesOnInstance(handle) : 0;
}
///
/// This will resume any matching coroutines running on this MEC instance.
///
/// The handle of the coroutine to resume.
/// The number of coroutines that were resumed (0 or 1).
public int ResumeCoroutinesOnInstance(CoroutineHandle handle)
{
return _handleToIndex.ContainsKey(handle) &&
!CoindexIsNull(_handleToIndex[handle]) && SetPause(_handleToIndex[handle], false) ? 1 : 0;
}
///
/// This resumes any matching coroutines on the current MEC instance if they are currently paused, otherwise it has
/// no effect.
///
/// Any coroutines previously paused with a matching tag will be resumend.
/// The number of coroutines that were resumed.
public static int ResumeCoroutines(string tag)
{
return _instance == null ? 0 : _instance.ResumeCoroutinesOnInstance(tag);
}
///
/// This resumes any matching coroutines on this MEC instance if they are currently paused, otherwise it has no effect.
///
/// Any coroutines previously paused with a matching tag will be resumend.
/// The number of coroutines that were resumed.
public int ResumeCoroutinesOnInstance(string tag)
{
if (tag == null || !_taggedProcesses.ContainsKey(tag))
return 0;
int count = 0;
var indexesEnum = _taggedProcesses[tag].GetEnumerator();
while (indexesEnum.MoveNext())
{
if (!CoindexIsNull(_handleToIndex[indexesEnum.Current]) && SetPause(_handleToIndex[indexesEnum.Current], false))
{
count++;
}
}
return count;
}
private bool UpdateTimeValues(Segment segment)
{
switch(segment)
{
case Segment.Update:
if (_currentUpdateFrame != Time.frameCount)
{
deltaTime = Time.deltaTime;
_lastUpdateTime += deltaTime;
localTime = _lastUpdateTime;
_currentUpdateFrame = Time.frameCount;
return true;
}
else
{
deltaTime = Time.deltaTime;
localTime = _lastUpdateTime;
return false;
}
case Segment.LateUpdate:
if (_currentLateUpdateFrame != Time.frameCount)
{
deltaTime = Time.deltaTime;
_lastLateUpdateTime += deltaTime;
localTime = _lastLateUpdateTime;
_currentLateUpdateFrame = Time.frameCount;
return true;
}
else
{
deltaTime = Time.deltaTime;
localTime = _lastLateUpdateTime;
return false;
}
case Segment.FixedUpdate:
deltaTime = Time.fixedDeltaTime;
localTime = Time.fixedTime;
if (_lastFixedUpdateTime + 0.0001f < Time.fixedTime)
{
_lastFixedUpdateTime = Time.fixedTime;
return true;
}
return false;
case Segment.SlowUpdate:
if (_currentSlowUpdateFrame != Time.frameCount)
{
deltaTime = _lastSlowUpdateDeltaTime = Time.realtimeSinceStartup - _lastSlowUpdateTime;
localTime = _lastSlowUpdateTime = Time.realtimeSinceStartup;
_currentSlowUpdateFrame = Time.frameCount;
return true;
}
else
{
deltaTime = _lastSlowUpdateDeltaTime;
localTime = _lastSlowUpdateTime;
return false;
}
}
return true;
}
private float GetSegmentTime(Segment segment)
{
switch (segment)
{
case Segment.Update:
if (_currentUpdateFrame == Time.frameCount)
return _lastUpdateTime;
else
return _lastUpdateTime + Time.deltaTime;
case Segment.LateUpdate:
if (_currentUpdateFrame == Time.frameCount)
return _lastLateUpdateTime;
else
return _lastLateUpdateTime + Time.deltaTime;
case Segment.FixedUpdate:
return Time.fixedTime;
case Segment.SlowUpdate:
return Time.realtimeSinceStartup;
default:
return 0f;
}
}
///
/// Retrieves the MEC manager that corresponds to the supplied instance id.
///
/// The instance ID.
/// The manager, or null if not found.
public static Timing GetInstance(byte ID)
{
if (ID >= 0x10)
return null;
return ActiveInstances[ID];
}
private void AddTag(string tag, CoroutineHandle coindex)
{
_processTags.Add(coindex, tag);
if (_taggedProcesses.ContainsKey(tag))
_taggedProcesses[tag].Add(coindex);
else
_taggedProcesses.Add(tag, new HashSet { coindex });
}
private void RemoveTag(CoroutineHandle coindex)
{
if (_processTags.ContainsKey(coindex))
{
if (_taggedProcesses[_processTags[coindex]].Count > 1)
_taggedProcesses[_processTags[coindex]].Remove(coindex);
else
_taggedProcesses.Remove(_processTags[coindex]);
_processTags.Remove(coindex);
}
}
/// Whether it was already null.
private bool Nullify(ProcessIndex coindex)
{
bool retVal;
switch (coindex.seg)
{
case Segment.Update:
retVal = UpdateProcesses[coindex.i] != null;
UpdateProcesses[coindex.i] = null;
return retVal;
case Segment.FixedUpdate:
retVal = FixedUpdateProcesses[coindex.i] != null;
FixedUpdateProcesses[coindex.i] = null;
return retVal;
case Segment.LateUpdate:
retVal = LateUpdateProcesses[coindex.i] != null;
LateUpdateProcesses[coindex.i] = null;
return retVal;
case Segment.SlowUpdate:
retVal = SlowUpdateProcesses[coindex.i] != null;
SlowUpdateProcesses[coindex.i] = null;
return retVal;
default:
return false;
}
}
private IEnumerator CoindexExtract(ProcessIndex coindex)
{
IEnumerator retVal;
switch (coindex.seg)
{
case Segment.Update:
retVal = UpdateProcesses[coindex.i];
UpdateProcesses[coindex.i] = null;
return retVal;
case Segment.FixedUpdate:
retVal = FixedUpdateProcesses[coindex.i];
FixedUpdateProcesses[coindex.i] = null;
return retVal;
case Segment.LateUpdate:
retVal = LateUpdateProcesses[coindex.i];
LateUpdateProcesses[coindex.i] = null;
return retVal;
case Segment.SlowUpdate:
retVal = SlowUpdateProcesses[coindex.i];
SlowUpdateProcesses[coindex.i] = null;
return retVal;
default:
return null;
}
}
private IEnumerator CoindexPeek(ProcessIndex coindex)
{
switch (coindex.seg)
{
case Segment.Update:
return UpdateProcesses[coindex.i];
case Segment.FixedUpdate:
return FixedUpdateProcesses[coindex.i];
case Segment.LateUpdate:
return LateUpdateProcesses[coindex.i];
case Segment.SlowUpdate:
return SlowUpdateProcesses[coindex.i];
default:
return null;
}
}
private bool CoindexIsNull(ProcessIndex coindex)
{
switch (coindex.seg)
{
case Segment.Update:
return UpdateProcesses[coindex.i] == null;
case Segment.FixedUpdate:
return FixedUpdateProcesses[coindex.i] == null;
case Segment.LateUpdate:
return LateUpdateProcesses[coindex.i] == null;
case Segment.SlowUpdate:
return SlowUpdateProcesses[coindex.i] == null;
default:
return true;
}
}
private bool SetPause(ProcessIndex coindex, bool newPausedState)
{
if (CoindexPeek(coindex) == null)
return false;
bool isPaused;
switch (coindex.seg)
{
case Segment.Update:
isPaused = UpdatePaused[coindex.i];
UpdatePaused[coindex.i] = newPausedState;
if (newPausedState && UpdateProcesses[coindex.i].Current > GetSegmentTime(coindex.seg))
UpdateProcesses[coindex.i] = _InjectDelay(UpdateProcesses[coindex.i],
UpdateProcesses[coindex.i].Current - GetSegmentTime(coindex.seg));
return isPaused;
case Segment.FixedUpdate:
isPaused = FixedUpdatePaused[coindex.i];
FixedUpdatePaused[coindex.i] = newPausedState;
if (newPausedState && FixedUpdateProcesses[coindex.i].Current > GetSegmentTime(coindex.seg))
FixedUpdateProcesses[coindex.i] = _InjectDelay(FixedUpdateProcesses[coindex.i],
FixedUpdateProcesses[coindex.i].Current - GetSegmentTime(coindex.seg));
return isPaused;
case Segment.LateUpdate:
isPaused = LateUpdatePaused[coindex.i];
LateUpdatePaused[coindex.i] = newPausedState;
if (newPausedState && LateUpdateProcesses[coindex.i].Current > GetSegmentTime(coindex.seg))
LateUpdateProcesses[coindex.i] = _InjectDelay(LateUpdateProcesses[coindex.i],
LateUpdateProcesses[coindex.i].Current - GetSegmentTime(coindex.seg));
return isPaused;
case Segment.SlowUpdate:
isPaused = SlowUpdatePaused[coindex.i];
SlowUpdatePaused[coindex.i] = newPausedState;
if (newPausedState && SlowUpdateProcesses[coindex.i].Current > GetSegmentTime(coindex.seg))
SlowUpdateProcesses[coindex.i] = _InjectDelay(SlowUpdateProcesses[coindex.i],
SlowUpdateProcesses[coindex.i].Current - GetSegmentTime(coindex.seg));
return isPaused;
default:
return false;
}
}
private bool SetHeld(ProcessIndex coindex, bool newHeldState)
{
if (CoindexPeek(coindex) == null)
return false;
bool isHeld;
switch (coindex.seg)
{
case Segment.Update:
isHeld = UpdateHeld[coindex.i];
UpdateHeld[coindex.i] = newHeldState;
if (newHeldState && UpdateProcesses[coindex.i].Current > GetSegmentTime(coindex.seg))
UpdateProcesses[coindex.i] = _InjectDelay(UpdateProcesses[coindex.i],
UpdateProcesses[coindex.i].Current - GetSegmentTime(coindex.seg));
return isHeld;
case Segment.FixedUpdate:
isHeld = FixedUpdateHeld[coindex.i];
FixedUpdateHeld[coindex.i] = newHeldState;
if (newHeldState && FixedUpdateProcesses[coindex.i].Current > GetSegmentTime(coindex.seg))
FixedUpdateProcesses[coindex.i] = _InjectDelay(FixedUpdateProcesses[coindex.i],
FixedUpdateProcesses[coindex.i].Current - GetSegmentTime(coindex.seg));
return isHeld;
case Segment.LateUpdate:
isHeld = LateUpdateHeld[coindex.i];
LateUpdateHeld[coindex.i] = newHeldState;
if (newHeldState && LateUpdateProcesses[coindex.i].Current > GetSegmentTime(coindex.seg))
LateUpdateProcesses[coindex.i] = _InjectDelay(LateUpdateProcesses[coindex.i],
LateUpdateProcesses[coindex.i].Current - GetSegmentTime(coindex.seg));
return isHeld;
case Segment.SlowUpdate:
isHeld = SlowUpdateHeld[coindex.i];
SlowUpdateHeld[coindex.i] = newHeldState;
if (newHeldState && SlowUpdateProcesses[coindex.i].Current > GetSegmentTime(coindex.seg))
SlowUpdateProcesses[coindex.i] = _InjectDelay(SlowUpdateProcesses[coindex.i],
SlowUpdateProcesses[coindex.i].Current - GetSegmentTime(coindex.seg));
return isHeld;
default:
return false;
}
}
private IEnumerator _InjectDelay(IEnumerator proc, float delayTime)
{
yield return WaitForSecondsOnInstance(delayTime);
_tmpRef = proc;
ReplacementFunction = ReturnTmpRefForRepFunc;
yield return float.NaN;
}
private bool CoindexIsPaused(ProcessIndex coindex)
{
switch (coindex.seg)
{
case Segment.Update:
return UpdatePaused[coindex.i];
case Segment.FixedUpdate:
return FixedUpdatePaused[coindex.i];
case Segment.LateUpdate:
return LateUpdatePaused[coindex.i];
case Segment.SlowUpdate:
return SlowUpdatePaused[coindex.i];
default:
return false;
}
}
private bool CoindexIsHeld(ProcessIndex coindex)
{
switch (coindex.seg)
{
case Segment.Update:
return UpdateHeld[coindex.i];
case Segment.FixedUpdate:
return FixedUpdateHeld[coindex.i];
case Segment.LateUpdate:
return LateUpdateHeld[coindex.i];
case Segment.SlowUpdate:
return SlowUpdateHeld[coindex.i];
default:
return false;
}
}
private void CoindexReplace(ProcessIndex coindex, IEnumerator 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;
}
}
///
/// Use "yield return Timing.WaitForSeconds(time);" to wait for the specified number of seconds.
///
/// Number of seconds to wait.
public static float WaitForSeconds(float waitTime)
{
if (float.IsNaN(waitTime)) waitTime = 0f;
return LocalTime + waitTime;
}
///
/// Use "yield return timingInstance.WaitForSecondsOnInstance(time);" to wait for the specified number of seconds.
///
/// Number of seconds to wait.
public float WaitForSecondsOnInstance(float waitTime)
{
if (float.IsNaN(waitTime)) waitTime = 0f;
return localTime + waitTime;
}
///
/// Use the command "yield return Timing.WaitUntilDone(otherCoroutine);" to pause the current
/// coroutine until otherCoroutine is done.
///
/// The coroutine to pause for.
public static float WaitUntilDone(CoroutineHandle otherCoroutine)
{
return WaitUntilDone(otherCoroutine, true);
}
///
/// Use the command "yield return Timing.WaitUntilDone(otherCoroutine, false);" to pause the current
/// coroutine until otherCoroutine is done, supressing warnings.
///
/// The coroutine to pause for.
/// Post a warning to the console if no hold action was actually performed.
public static float WaitUntilDone(CoroutineHandle otherCoroutine, bool warnOnIssue)
{
Timing inst = GetInstance(otherCoroutine.Key);
if (inst != null && inst._handleToIndex.ContainsKey(otherCoroutine))
{
if (inst.CoindexIsNull(inst._handleToIndex[otherCoroutine]))
return 0f;
if (!inst._waitingTriggers.ContainsKey(otherCoroutine))
{
inst.CoindexReplace(inst._handleToIndex[otherCoroutine],
inst._StartWhenDone(otherCoroutine, inst.CoindexPeek(inst._handleToIndex[otherCoroutine])));
inst._waitingTriggers.Add(otherCoroutine, new HashSet());
}
if (inst.currentCoroutine == otherCoroutine)
{
Assert.IsFalse(warnOnIssue, "A coroutine cannot wait for itself.");
return WaitForOneFrame;
}
if (!inst.currentCoroutine.IsValid)
{
Assert.IsFalse(warnOnIssue, "The two coroutines are not running on the same MEC instance.");
return WaitForOneFrame;
}
inst._waitingTriggers[otherCoroutine].Add(inst.currentCoroutine);
if (!inst._allWaiting.Contains(inst.currentCoroutine))
inst._allWaiting.Add(inst.currentCoroutine);
inst.SetHeld(inst._handleToIndex[inst.currentCoroutine], true);
inst.SwapToLast(otherCoroutine, inst.currentCoroutine);
return float.NaN;
}
Assert.IsFalse(warnOnIssue, "WaitUntilDone cannot hold: The coroutine handle that was passed in is invalid.\n" + otherCoroutine);
return WaitForOneFrame;
}
private IEnumerator _StartWhenDone(CoroutineHandle handle, IEnumerator proc)
{
if (!_waitingTriggers.ContainsKey(handle)) yield break;
try
{
if (proc.Current > localTime)
yield return proc.Current;
while (proc.MoveNext())
yield return proc.Current;
}
finally
{
CloseWaitingProcess(handle);
}
}
private void SwapToLast(CoroutineHandle firstHandle, CoroutineHandle lastHandle)
{
if (firstHandle.Key != lastHandle.Key)
return;
ProcessIndex firstIndex = _handleToIndex[firstHandle];
ProcessIndex lastIndex = _handleToIndex[lastHandle];
if (firstIndex.seg != lastIndex.seg || firstIndex.i < lastIndex.i)
return;
IEnumerator tempCoptr = CoindexPeek(firstIndex);
CoindexReplace(firstIndex, CoindexPeek(lastIndex));
CoindexReplace(lastIndex, tempCoptr);
_indexToHandle[firstIndex] = lastHandle;
_indexToHandle[lastIndex] = firstHandle;
_handleToIndex[firstHandle] = lastIndex;
_handleToIndex[lastHandle] = firstIndex;
bool tmpB = SetPause(firstIndex, CoindexIsPaused(lastIndex));
SetPause(lastIndex, tmpB);
tmpB = SetHeld(firstIndex, CoindexIsHeld(lastIndex));
SetHeld(lastIndex, tmpB);
if (_waitingTriggers.ContainsKey(lastHandle))
{
var trigsEnum = _waitingTriggers[lastHandle].GetEnumerator();
while (trigsEnum.MoveNext())
SwapToLast(lastHandle, trigsEnum.Current);
}
if (_allWaiting.Contains(firstHandle))
{
var keyEnum = _waitingTriggers.GetEnumerator();
while (keyEnum.MoveNext())
{
var valueEnum = keyEnum.Current.Value.GetEnumerator();
while (valueEnum.MoveNext())
if (valueEnum.Current == firstHandle)
SwapToLast(keyEnum.Current.Key, firstHandle);
}
}
}
private void CloseWaitingProcess(CoroutineHandle handle)
{
if (!_waitingTriggers.ContainsKey(handle)) return;
var tasksEnum = _waitingTriggers[handle].GetEnumerator();
_waitingTriggers.Remove(handle);
while (tasksEnum.MoveNext())
{
if (_handleToIndex.ContainsKey(tasksEnum.Current) && !HandleIsInWaitingList(tasksEnum.Current))
{
SetHeld(_handleToIndex[tasksEnum.Current], false);
_allWaiting.Remove(tasksEnum.Current);
}
}
}
private bool HandleIsInWaitingList(CoroutineHandle handle)
{
var triggersEnum = _waitingTriggers.GetEnumerator();
while (triggersEnum.MoveNext())
if (triggersEnum.Current.Value.Contains(handle))
return true;
return false;
}
private static IEnumerator ReturnTmpRefForRepFunc(IEnumerator coptr, CoroutineHandle handle)
{
return _tmpRef as IEnumerator;
}
#if !UNITY_2018_3_OR_NEWER
///
/// Use the command "yield return Timing.WaitUntilDone(wwwObject);" to pause the current
/// coroutine until the wwwObject is done.
///
/// The www object to pause for.
public static float WaitUntilDone(WWW wwwObject)
{
if (wwwObject == null || wwwObject.isDone) return 0f;
_tmpRef = wwwObject;
ReplacementFunction = WaitUntilDoneWwwHelper;
return float.NaN;
}
private static IEnumerator WaitUntilDoneWwwHelper(IEnumerator coptr, CoroutineHandle handle)
{
return _StartWhenDone(_tmpRef as WWW, coptr);
}
private static IEnumerator _StartWhenDone(WWW www, IEnumerator pausedProc)
{
while (!www.isDone)
yield return WaitForOneFrame;
_tmpRef = pausedProc;
ReplacementFunction = ReturnTmpRefForRepFunc;
yield return float.NaN;
}
#endif
///
/// Use the command "yield return Timing.WaitUntilDone(operation);" to pause the current
/// coroutine until the operation is done.
///
/// The operation variable returned.
public static float WaitUntilDone(AsyncOperation operation)
{
if (operation == null || operation.isDone) return float.NaN;
CoroutineHandle handle = CurrentCoroutine;
Timing inst = GetInstance(CurrentCoroutine.Key);
if (inst == null) return float.NaN;
_tmpRef = _StartWhenDone(operation, inst.CoindexPeek(inst._handleToIndex[handle]));
ReplacementFunction = ReturnTmpRefForRepFunc;
return float.NaN;
}
private static IEnumerator _StartWhenDone(AsyncOperation operation, IEnumerator pausedProc)
{
while (!operation.isDone)
yield return WaitForOneFrame;
_tmpRef = pausedProc;
ReplacementFunction = ReturnTmpRefForRepFunc;
yield return float.NaN;
}
///
/// Use the command "yield return Timing.WaitUntilDone(operation);" to pause the current
/// coroutine until the operation is done.
///
/// The operation variable returned.
public static float WaitUntilDone(CustomYieldInstruction operation)
{
if (operation == null || !operation.keepWaiting) return float.NaN;
CoroutineHandle handle = CurrentCoroutine;
Timing inst = GetInstance(CurrentCoroutine.Key);
if (inst == null) return float.NaN;
_tmpRef = _StartWhenDone(operation, inst.CoindexPeek(inst._handleToIndex[handle]));
ReplacementFunction = ReturnTmpRefForRepFunc;
return float.NaN;
}
private static IEnumerator _StartWhenDone(CustomYieldInstruction operation, IEnumerator pausedProc)
{
while (operation.keepWaiting)
yield return WaitForOneFrame;
_tmpRef = pausedProc;
ReplacementFunction = ReturnTmpRefForRepFunc;
yield return float.NaN;
}
///
/// Keeps this coroutine from executing until UnlockCoroutine is called with a matching key.
///
/// The handle to the coroutine to be locked.
/// The key to use. A new key can be generated by calling "new CoroutineHandle(0)".
/// Whether the lock was successful.
public bool LockCoroutine(CoroutineHandle coroutine, CoroutineHandle key)
{
if (coroutine.Key != _instanceID || key == new CoroutineHandle() || key.Key != 0)
return false;
if (!_waitingTriggers.ContainsKey(key))
_waitingTriggers.Add(key, new HashSet { coroutine });
else
_waitingTriggers[key].Add(coroutine);
_allWaiting.Add(coroutine);
SetHeld(_handleToIndex[coroutine], true);
return true;
}
///
/// Unlocks a coroutine that has been locked, so long as the key matches.
///
/// The handle to the coroutine to be unlocked.
/// The key that the coroutine was previously locked with.
/// Whether the coroutine was successfully unlocked.
public bool UnlockCoroutine(CoroutineHandle coroutine, CoroutineHandle key)
{
if (coroutine.Key != _instanceID || key == new CoroutineHandle() ||
!_handleToIndex.ContainsKey(coroutine) || !_waitingTriggers.ContainsKey(key))
return false;
if (_waitingTriggers[key].Count == 1)
_waitingTriggers.Remove(key);
else
_waitingTriggers[key].Remove(coroutine);
if (!HandleIsInWaitingList(coroutine))
{
SetHeld(_handleToIndex[coroutine], false);
_allWaiting.Remove(coroutine);
}
return true;
}
///
/// Calls the specified action after a specified number of seconds.
///
/// The number of seconds to wait before calling the action.
/// The action to call.
/// The handle to the coroutine that is started by this function.
public static CoroutineHandle CallDelayed(float delay, System.Action action)
{
return action == null ? new CoroutineHandle() : RunCoroutine(Instance._DelayedCall(delay, action, null));
}
///
/// Calls the specified action after a specified number of seconds.
///
/// The number of seconds to wait before calling the action.
/// The action to call.
/// The handle to the coroutine that is started by this function.
public CoroutineHandle CallDelayedOnInstance(float delay, System.Action action)
{
return action == null ? new CoroutineHandle() : RunCoroutineOnInstance(_DelayedCall(delay, action, null));
}
///
/// Calls the specified action after a specified number of seconds.
///
/// The number of seconds to wait before calling the action.
/// The action to call.
/// A GameObject that will be checked to make sure it hasn't been destroyed before calling the action.
/// The handle to the coroutine that is started by this function.
public static CoroutineHandle CallDelayed(float delay, System.Action action, GameObject cancelWith)
{
return action == null ? new CoroutineHandle() : RunCoroutine(Instance._DelayedCall(delay, action, cancelWith));
}
///
/// Calls the specified action after a specified number of seconds.
///
/// The number of seconds to wait before calling the action.
/// The action to call.
/// A GameObject that will be checked to make sure it hasn't been destroyed before calling the action.
/// The handle to the coroutine that is started by this function.
public CoroutineHandle CallDelayedOnInstance(float delay, System.Action action, GameObject cancelWith)
{
return action == null ? new CoroutineHandle() : RunCoroutineOnInstance(_DelayedCall(delay, action, cancelWith));
}
///
/// Calls the specified action after a specified number of seconds.
///
/// The number of seconds to wait before calling the action.
/// The action to call.
/// The timing segment that the call should be made in.
/// The handle to the coroutine that is started by this function.
public static CoroutineHandle CallDelayed(float delay, Segment segment, System.Action action)
{
return action == null ? new CoroutineHandle() : RunCoroutine(Instance._DelayedCall(delay, action, null), segment);
}
///
/// Calls the specified action after a specified number of seconds.
///
/// The number of seconds to wait before calling the action.
/// The action to call.
/// The timing segment that the call should be made in.
/// The handle to the coroutine that is started by this function.
public CoroutineHandle CallDelayedOnInstance(float delay, Segment segment, System.Action action)
{
return action == null ? new CoroutineHandle() : RunCoroutineOnInstance(_DelayedCall(delay, action, null), segment);
}
///
/// Calls the specified action after a specified number of seconds.
///
/// The number of seconds to wait before calling the action.
/// The action to call.
/// A GameObject that will be checked to make sure it hasn't been destroyed
/// before calling the action.
/// The timing segment that the call should be made in.
/// The handle to the coroutine that is started by this function.
public static CoroutineHandle CallDelayed(float delay, Segment segment, System.Action action, GameObject gameObject)
{
return action == null ? new CoroutineHandle() : RunCoroutine(Instance._DelayedCall(delay, action, gameObject), segment);
}
///
/// Calls the specified action after a specified number of seconds.
///
/// The number of seconds to wait before calling the action.
/// The action to call.
/// A GameObject that will be tagged onto the coroutine and checked to make sure it hasn't been destroyed
/// before calling the action.
/// The timing segment that the call should be made in.
/// The handle to the coroutine that is started by this function.
public CoroutineHandle CallDelayedOnInstance(float delay, Segment segment, System.Action action, GameObject gameObject)
{
return action == null ? new CoroutineHandle() : RunCoroutineOnInstance(_DelayedCall(delay, action, gameObject), segment);
}
private IEnumerator _DelayedCall(float delay, System.Action action, GameObject cancelWith)
{
yield return WaitForSecondsOnInstance(delay);
if(ReferenceEquals(cancelWith, null) || cancelWith != null)
action();
}
///
/// Calls the supplied action at the given rate for a given number of seconds.
///
/// The number of seconds that this function should run.
/// The amount of time between calls.
/// The action to call every frame.
/// An optional action to call when this function finishes.
/// The handle to the coroutine that is started by this function.
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);
}
///
/// Calls the supplied action at the given rate for a given number of seconds.
///
/// The number of seconds that this function should run.
/// The amount of time between calls.
/// The action to call every frame.
/// An optional action to call when this function finishes.
/// The handle to the coroutine that is started by this function.
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);
}
///
/// Calls the supplied action at the given rate for a given number of seconds.
///
/// The number of seconds that this function should run.
/// The amount of time between calls.
/// The action to call every frame.
/// The timing segment to run in.
/// An optional action to call when this function finishes.
/// The handle to the coroutine that is started by this function.
public static CoroutineHandle CallPeriodically(float timeframe, float period, System.Action action, Segment segment, System.Action onDone = null)
{
return action == null ? new CoroutineHandle() : RunCoroutine(Instance._CallContinuously(timeframe, period, action, onDone), segment);
}
///
/// Calls the supplied action at the given rate for a given number of seconds.
///
/// The number of seconds that this function should run.
/// The amount of time between calls.
/// The action to call every frame.
/// The timing segment to run in.
/// An optional action to call when this function finishes.
/// The handle to the coroutine that is started by this function.
public CoroutineHandle CallPeriodicallyOnInstance(float timeframe, float period, System.Action action, Segment segment, System.Action onDone = null)
{
return action == null ? new CoroutineHandle() : RunCoroutineOnInstance(_CallContinuously(timeframe, period, action, onDone), segment);
}
///
/// Calls the supplied action at the given rate for a given number of seconds.
///
/// The number of seconds that this function should run.
/// The action to call every frame.
/// An optional action to call when this function finishes.
/// The handle to the coroutine that is started by this function.
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);
}
///
/// Calls the supplied action at the given rate for a given number of seconds.
///
/// The number of seconds that this function should run.
/// The action to call every frame.
/// An optional action to call when this function finishes.
/// The handle to the coroutine that is started by this function.
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);
}
///
/// Calls the supplied action every frame for a given number of seconds.
///
/// The number of seconds that this function should run.
/// The action to call every frame.
/// The timing segment to run in.
/// An optional action to call when this function finishes.
/// The handle to the coroutine that is started by this function.
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);
}
///
/// Calls the supplied action every frame for a given number of seconds.
///
/// The number of seconds that this function should run.
/// The action to call every frame.
/// The timing segment to run in.
/// An optional action to call when this function finishes.
/// The handle to the coroutine that is started by this function.
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 _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();
}
///
/// Calls the supplied action at the given rate for a given number of seconds.
///
/// A value that will be passed in to the supplied action each period.
/// The number of seconds that this function should run.
/// The amount of time between calls.
/// The action to call every frame.
/// An optional action to call when this function finishes.
/// The handle to the coroutine that is started by this function.
public static CoroutineHandle CallPeriodically
(T reference, float timeframe, float period, System.Action action, System.Action onDone = null)
{
return action == null ? new CoroutineHandle() :
RunCoroutine(Instance._CallContinuously(reference, timeframe, period, action, onDone), Segment.Update);
}
///
/// Calls the supplied action at the given rate for a given number of seconds.
///
/// A value that will be passed in to the supplied action each period.
/// The number of seconds that this function should run.
/// The amount of time between calls.
/// The action to call every frame.
/// An optional action to call when this function finishes.
/// The handle to the coroutine that is started by this function.
public CoroutineHandle CallPeriodicallyOnInstance
(T reference, float timeframe, float period, System.Action action, System.Action onDone = null)
{
return action == null ? new CoroutineHandle() :
RunCoroutineOnInstance(_CallContinuously(reference, timeframe, period, action, onDone), Segment.Update);
}
///
/// Calls the supplied action at the given rate for a given number of seconds.
///
/// A value that will be passed in to the supplied action each period.
/// The number of seconds that this function should run.
/// The amount of time between calls.
/// The action to call every frame.
/// The timing segment to run in.
/// An optional action to call when this function finishes.
/// The handle to the coroutine that is started by this function.
public static CoroutineHandle CallPeriodically(T reference, float timeframe, float period, System.Action action,
Segment timing, System.Action onDone = null)
{
return action == null ? new CoroutineHandle() :
RunCoroutine(Instance._CallContinuously(reference, timeframe, period, action, onDone), timing);
}
///
/// Calls the supplied action at the given rate for a given number of seconds.
///
/// A value that will be passed in to the supplied action each period.
/// The number of seconds that this function should run.
/// The amount of time between calls.
/// The action to call every frame.
/// The timing segment to run in.
/// An optional action to call when this function finishes.
/// The handle to the coroutine that is started by this function.
public CoroutineHandle CallPeriodicallyOnInstance(T reference, float timeframe, float period, System.Action action,
Segment timing, System.Action onDone = null)
{
return action == null ? new CoroutineHandle() :
RunCoroutineOnInstance(_CallContinuously(reference, timeframe, period, action, onDone), timing);
}
///
/// Calls the supplied action every frame for a given number of seconds.
///
/// A value that will be passed in to the supplied action each frame.
/// The number of seconds that this function should run.
/// The action to call every frame.
/// An optional action to call when this function finishes.
/// The handle to the coroutine that is started by this function.
public static CoroutineHandle CallContinuously(T reference, float timeframe, System.Action action, System.Action onDone = null)
{
return action == null ? new CoroutineHandle() :
RunCoroutine(Instance._CallContinuously(reference, timeframe, 0f, action, onDone), Segment.Update);
}
///
/// Calls the supplied action every frame for a given number of seconds.
///
/// A value that will be passed in to the supplied action each frame.
/// The number of seconds that this function should run.
/// The action to call every frame.
/// An optional action to call when this function finishes.
/// The handle to the coroutine that is started by this function.
public CoroutineHandle CallContinuouslyOnInstance(T reference, float timeframe, System.Action action, System.Action onDone = null)
{
return action == null ? new CoroutineHandle() :
RunCoroutineOnInstance(_CallContinuously(reference, timeframe, 0f, action, onDone), Segment.Update);
}
///
/// Calls the supplied action every frame for a given number of seconds.
///
/// A value that will be passed in to the supplied action each frame.
/// The number of seconds that this function should run.
/// The action to call every frame.
/// The timing segment to run in.
/// An optional action to call when this function finishes.
/// The handle to the coroutine that is started by this function.
public static CoroutineHandle CallContinuously(T reference, float timeframe, System.Action action,
Segment timing, System.Action onDone = null)
{
return action == null ? new CoroutineHandle() :
RunCoroutine(Instance._CallContinuously(reference, timeframe, 0f, action, onDone), timing);
}
///
/// Calls the supplied action every frame for a given number of seconds.
///
/// A value that will be passed in to the supplied action each frame.
/// The number of seconds that this function should run.
/// The action to call every frame.
/// The timing segment to run in.
/// An optional action to call when this function finishes.
/// The handle to the coroutine that is started by this function.
public CoroutineHandle CallContinuouslyOnInstance(T reference, float timeframe, System.Action action,
Segment timing, System.Action onDone = null)
{
return action == null ? new CoroutineHandle() :
RunCoroutineOnInstance(_CallContinuously(reference, timeframe, 0f, action, onDone), timing);
}
private IEnumerator _CallContinuously(T reference, float timeframe, float period,
System.Action action, System.Action onDone = null)
{
double startTime = localTime;
while (localTime <= startTime + timeframe)
{
yield return WaitForSecondsOnInstance(period);
action(reference);
}
if (onDone != null)
onDone(reference);
}
private struct ProcessIndex : System.IEquatable
{
public Segment seg;
public int i;
public bool Equals(ProcessIndex other)
{
return seg == other.seg && i == other.i;
}
public override bool Equals(object other)
{
if (other is ProcessIndex)
return Equals((ProcessIndex)other);
return false;
}
public static bool operator ==(ProcessIndex a, ProcessIndex b)
{
return a.seg == b.seg && a.i == b.i;
}
public static bool operator !=(ProcessIndex a, ProcessIndex b)
{
return a.seg != b.seg || a.i != b.i;
}
public override int GetHashCode()
{
return (((int)seg - 2) * (int.MaxValue / 3)) + i;
}
}
[System.Obsolete("Unity coroutine function, use RunCoroutine instead.", true)]
public new Coroutine StartCoroutine(System.Collections.IEnumerator routine) { return null; }
[System.Obsolete("Unity coroutine function, use RunCoroutine instead.", true)]
public new Coroutine StartCoroutine(string methodName, object value) { return null; }
[System.Obsolete("Unity coroutine function, use RunCoroutine instead.", true)]
public new Coroutine StartCoroutine(string methodName) { return null; }
[System.Obsolete("Unity coroutine function, use RunCoroutine instead.", true)]
public new Coroutine StartCoroutine_Auto(System.Collections.IEnumerator routine) { return null; }
[System.Obsolete("Unity coroutine function, use KillCoroutines instead.", true)]
public new void StopCoroutine(string methodName) { }
[System.Obsolete("Unity coroutine function, use KillCoroutines instead.", true)]
public new void StopCoroutine(System.Collections.IEnumerator routine) { }
[System.Obsolete("Unity coroutine function, use KillCoroutines instead.", true)]
public new void StopCoroutine(Coroutine routine) { }
[System.Obsolete("Unity coroutine function, use KillCoroutines instead.", true)]
public new void StopAllCoroutines() { }
[System.Obsolete("Use your own GameObject for this.", true)]
public new static void Destroy(Object obj) { }
[System.Obsolete("Use your own GameObject for this.", true)]
public new static void Destroy(Object obj, float f) { }
[System.Obsolete("Use your own GameObject for this.", true)]
public new static void DestroyObject(Object obj) { }
[System.Obsolete("Use your own GameObject for this.", true)]
public new static void DestroyObject(Object obj, float f) { }
[System.Obsolete("Use your own GameObject for this.", true)]
public new static void DestroyImmediate(Object obj) { }
[System.Obsolete("Use your own GameObject for this.", true)]
public new static void DestroyImmediate(Object obj, bool b) { }
[System.Obsolete("Use your own GameObject for this.", true)]
public new static void Instantiate(Object obj) { }
[System.Obsolete("Use your own GameObject for this.", true)]
public new static void Instantiate(Object original, Vector3 position, Quaternion rotation) { }
[System.Obsolete("Use your own GameObject for this.", true)]
public new static void Instantiate(T original) where T : Object { }
[System.Obsolete("Just.. no.", true)]
public new static T FindObjectOfType() where T : Object { return null; }
[System.Obsolete("Just.. no.", true)]
public new static Object FindObjectOfType(System.Type t) { return null; }
[System.Obsolete("Just.. no.", true)]
public new static T[] FindObjectsOfType() where T : Object { return null; }
[System.Obsolete("Just.. no.", true)]
public new static Object[] FindObjectsOfType(System.Type t) { return null; }
[System.Obsolete("Just.. no.", true)]
public new static void print(object message) { }
}
///
/// The timing segment that a coroutine is running in or should be run in.
///
public enum Segment
{
///
/// Sometimes returned as an error state
///
Invalid = -1,
///
/// This is the default timing segment
///
Update,
///
/// This is primarily used for physics calculations
///
FixedUpdate,
///
/// This is run immediately after update
///
LateUpdate,
///
/// This executes, by default, about as quickly as the eye can detect changes in a text field
///
SlowUpdate
}
///
/// How much debug info should be sent to the Unity profiler. NOTE: Setting this to anything above none shows up in the profiler as a
/// decrease in performance and a memory alloc. Those effects do not translate onto device.
///
public enum DebugInfoType
{
///
/// None coroutines will be separated in the Unity profiler
///
None,
///
/// The Unity profiler will identify each coroutine individually
///
SeperateCoroutines,
///
/// Coroutines will be separated and any tags or layers will be identified
///
SeperateTags
}
///
/// A handle for a MEC coroutine.
///
public struct CoroutineHandle : System.IEquatable
{
private const byte ReservedSpace = 0x0F;
private readonly static int[] NextIndex = { ReservedSpace + 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
private readonly int _id;
public byte Key { get { return (byte)(_id & ReservedSpace); } }
public CoroutineHandle(byte ind)
{
if (ind > ReservedSpace)
ind -= ReservedSpace;
_id = NextIndex[ind] + ind;
NextIndex[ind] += ReservedSpace + 1;
}
public bool Equals(CoroutineHandle other)
{
return _id == other._id;
}
public override bool Equals(object other)
{
if (other is CoroutineHandle)
return Equals((CoroutineHandle)other);
return false;
}
public static bool operator==(CoroutineHandle a, CoroutineHandle b)
{
return a._id == b._id;
}
public static bool operator!=(CoroutineHandle a, CoroutineHandle b)
{
return a._id != b._id;
}
public override int GetHashCode()
{
return _id;
}
///
/// Is true if this handle may have been a valid handle at some point. (i.e. is not an uninitialized handle, error handle, or a key to a coroutine lock)
///
public bool IsValid
{
get { return Key != 0; }
}
}
public static class MECExtensionMethods1
{
///
/// Run a new coroutine in the Update segment.
///
/// The new coroutine's handle.
/// The coroutine's handle, which can be used for Wait and Kill operations.
public static CoroutineHandle RunCoroutine(this IEnumerator coroutine)
{
return Timing.RunCoroutine(coroutine);
}
///
/// Run a new coroutine in the Update segment.
///
/// The new coroutine's handle.
/// An optional tag to attach to the coroutine which can later be used to identify this coroutine.
/// The coroutine's handle, which can be used for Wait and Kill operations.
public static CoroutineHandle RunCoroutine(this IEnumerator coroutine, string tag)
{
return Timing.RunCoroutine(coroutine, tag);
}
///
/// Run a new coroutine.
///
/// The new coroutine's handle.
/// The segment that the coroutine should run in.
/// The coroutine's handle, which can be used for Wait and Kill operations.
public static CoroutineHandle RunCoroutine(this IEnumerator coroutine, Segment segment)
{
return Timing.RunCoroutine(coroutine, segment);
}
///
/// Run a new coroutine.
///
/// The new coroutine's handle.
/// The segment that the coroutine should run in.
/// An optional tag to attach to the coroutine which can later be used to identify this coroutine.
/// The coroutine's handle, which can be used for Wait and Kill operations.
public static CoroutineHandle RunCoroutine(this IEnumerator coroutine, Segment segment, string tag)
{
return Timing.RunCoroutine(coroutine, segment, tag);
}
}
}
public static class MECExtensionMethods2
{
///
/// Cancels this coroutine when the supplied game object is destroyed or made inactive.
///
/// The coroutine handle to act upon.
/// The GameObject to test.
/// The modified coroutine handle.
public static IEnumerator CancelWith(this IEnumerator coroutine, GameObject gameObject)
{
while (MEC.Timing.MainThread != System.Threading.Thread.CurrentThread || (gameObject && gameObject.activeInHierarchy && coroutine.MoveNext()))
yield return coroutine.Current;
}
///
/// Cancels this coroutine when the supplied game objects are destroyed or made inactive.
///
/// The coroutine handle to act upon.
/// The first GameObject to test.
/// The second GameObject to test
/// The modified coroutine handle.
public static IEnumerator CancelWith(this IEnumerator coroutine, GameObject gameObject1, GameObject gameObject2)
{
while (MEC.Timing.MainThread != System.Threading.Thread.CurrentThread || (gameObject1 && gameObject1.activeInHierarchy &&
gameObject2 && gameObject2.activeInHierarchy && coroutine.MoveNext()))
yield return coroutine.Current;
}
///
/// Cancels this coroutine when the supplied game objects are destroyed or made inactive.
///
/// The coroutine handle to act upon.
/// The first GameObject to test.
/// The second GameObject to test
/// The third GameObject to test.
/// The modified coroutine handle.
public static IEnumerator CancelWith(this IEnumerator coroutine,
GameObject gameObject1, GameObject gameObject2, GameObject gameObject3)
{
while (MEC.Timing.MainThread != System.Threading.Thread.CurrentThread || (gameObject1 && gameObject1.activeInHierarchy &&
gameObject2 && gameObject2.activeInHierarchy && gameObject3 && gameObject3.activeInHierarchy && coroutine.MoveNext()))
yield return coroutine.Current;
}
}