public IEnumerator Run()
        {
            while (true)
            {
                var topWorker = processStack.Peek();

                bool isDone;

                try
                {
                    isDone = !topWorker.MoveNext();
                }
                catch (Exception e)
                {
                    // The IEnumerators we have in the process stack do not tell us the
                    // actual names of the coroutine methods but it does tell us the objects
                    // that the IEnumerators are associated with, so we can at least try
                    // adding that to the exception output
                    var objectTrace = GenerateObjectTrace(processStack);

                    if (objectTrace.Any())
                    {
                        awaiter.Complete(
                            default(T), new Exception(
                                GenerateObjectTraceMessage(objectTrace), e));
                    }
                    else
                    {
                        awaiter.Complete(default(T), e);
                    }

                    yield break;
                }

                if (isDone)
                {
                    processStack.Pop();

                    if (processStack.Count == 0)
                    {
                        awaiter.Complete((T)topWorker.Current, null);
                        yield break;
                    }
                }

                // We could just yield return nested IEnumerator's here but we choose to do
                // our own handling here so that we can catch exceptions in nested coroutines
                // instead of just top level coroutine
                if (topWorker.Current is IEnumerator)
                {
                    processStack.Push((IEnumerator)topWorker.Current);
                }
                else
                {
                    // Return the current value to the unity engine so it can handle things like
                    // WaitForSeconds, WaitToEndOfFrame, etc.
                    yield return(topWorker.Current);
                }
            }
        }
Beispiel #2
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 public IEnumerator Run()
 {
     while (true)
     {
         var  worker = _processStack.Peek();
         bool isDone;
         try {
             isDone = !worker.MoveNext();
         } catch (Exception e) {
             _awaiter.Complete(default(T), e);
             yield break;
         }
         if (isDone)
         {
             _processStack.Pop();
             if (_processStack.Count == 0)
             {
                 _awaiter.Complete((T)worker.Current, null);
                 yield break;
             }
         }
         if (worker.Current is IEnumerator enumerator)
         {
             _processStack.Push(enumerator);
         }
         else
         {
             yield return(worker.Current);
         }
     }
 }
        public static IEnumerator ResourceRequest(
            SimpleCoroutineAwaiter <Object> awaiter, ResourceRequest instruction)
        {
            yield return(instruction);

            awaiter.Complete(instruction.asset, null);
        }
        public static IEnumerator ReturnSelf <T>(
            SimpleCoroutineAwaiter <T> awaiter, T instruction)
        {
            yield return(instruction);

            awaiter.Complete(instruction, null);
        }
        public static IEnumerator AssetBundleCreateRequest(
            SimpleCoroutineAwaiter <AssetBundle> awaiter, AssetBundleCreateRequest instruction)
        {
            yield return(instruction);

            awaiter.Complete(instruction.assetBundle, null);
        }
        public static IEnumerator AssetBundleRequest(
            SimpleCoroutineAwaiter <UnityEngine.Object> awaiter, AssetBundleRequest instruction)
        {
            yield return(instruction);

            awaiter.Complete(instruction.asset, null);
        }
            public static IEnumerator ReturnVoid(SimpleCoroutineAwaiter awaiter, object instruction)
            {
                // For simple instructions we assume that they don't throw exceptions
                yield return(instruction);

                awaiter.Complete(null);
            }
Beispiel #8
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        public static IEnumerator UnityWebRequest(
            SimpleCoroutineAwaiter <UnityWebRequest> awaiter, UnityWebRequestAsyncOperation instruction)
        {
            yield return(instruction);

            awaiter.Complete(instruction.webRequest, null);
        }
        public IEnumerator Run()
        {
            while (true)
            {
                var  topWorker = _processStack.Peek();
                bool isDone;

                try
                {
                    isDone = !topWorker.MoveNext();
                }
                catch (Exception e)
                {
                    var objectTrace = GenerateObjectTrace(_processStack);
                    if (objectTrace.Any())
                    {
                        _awaiter.Complete(default(T), new Exception(GenerateObjectTraceMessage(objectTrace), e));
                    }
                    else
                    {
                        _awaiter.Complete(default(T), e);
                    }

                    yield break;
                }

                if (isDone)
                {
                    _processStack.Pop();
                    if (_processStack.Count == 0)
                    {
                        _awaiter.Complete((T)topWorker.Current, null);
                        yield break;
                    }
                }

                if (topWorker.Current is IEnumerator)
                {
                    _processStack.Push((IEnumerator)topWorker.Current);
                }
                else
                {
                    yield return(topWorker.Current);
                }
            }
        }
Beispiel #10
0
        public IEnumerator Run()
        {
            while (true)
            {
                var topWorker = _processStack.Peek();

                bool isDone;

                try
                {
                    isDone = !topWorker.MoveNext();
                }
                catch (Exception e)
                {
                    _awaiter.Complete(null, e);
                    yield break;
                }

                if (isDone)
                {
                    _processStack.Pop();

                    if (_processStack.Count == 0)
                    {
                        _awaiter.Complete(topWorker.Current, null);
                        yield break;
                    }
                }

                // We could just yield return nested IEnumerator's here but we choose to do
                // our own handling here so that we can catch exceptions in nested coroutines
                // instead of just top level coroutine
                if (topWorker.Current is IEnumerator)
                {
                    _processStack.Push((IEnumerator)topWorker.Current);
                }
                else
                {
                    // Return the current value to the unity engine so it can handle things like
                    // WaitForSeconds, WaitToEndOfFrame, etc.
                    yield return(topWorker.Current);
                }
            }
        }
        public static IEnumerator ReturnVoid(SimpleCoroutineAwaiter awaiter, object instruction)
        {
            yield return(instruction);

            awaiter.Complete(null);
        }