public static Coroutine everyFrame(this GameObject go, Fn <bool> f) { var behaviour = go.GetComponent <ASyncHelperBehaviour>() ?? go.AddComponent <ASyncHelperBehaviour>(); return(ASync.EveryFrame(behaviour, f)); }
public RegionClickObservable(int gridWidth = 2, int gridHeight = 2) { this.gridWidth = gridWidth; this.gridHeight = gridHeight; ASync.EveryFrame(() => { onUpdate(); return(true); }); }
/* Initialization. */ static OnMainThread() { mainThread = Thread.CurrentThread; if (Application.isPlaying) { // In players isPlaying is always true. ASync.EveryFrame(onUpdate); } #if UNITY_EDITOR else { UnityEditor.EditorApplication.update += () => onUpdate(); } #endif }
/* Initialization. */ static OnMainThread() { mainThread = Thread.CurrentThread; #if UNITY_EDITOR if (Application.isPlaying) { ASync.EveryFrame(onUpdate); } else { EditorApplication.update += () => onUpdate(); } #else ASync.EveryFrame(onUpdate); #endif }
public static Coroutine everyFrame(this GameObject go, Fn <bool> f) => ASync.EveryFrame(go, f);
/* Initialization. */ static OnMainThread() { mainThread = Thread.CurrentThread; ASync.EveryFrame(onUpdate); }
/* Initialization. */ static OnMainThread() { ASync.EveryFrame(onUpdate); }