Example #1
0
        // Every frame check for callbacks & perform any found
        private System.Collections.IEnumerator PerformMainThreadCallbacks()
        {
            // While checking, continue
            while (HasMainThreadCallbacks())
            {
                // Wait for frame
                if (Application.isPlaying && !Application.isBatchMode)
                {
                    yield return(new WaitForEndOfFrame());
                }
                // Wait for a tick
                else
                {
                    yield return(null);
                }

                // Perform if possible
                while (_mainThreadCallbacks.Count > 0 && _mainThreadCallbacks.TryDequeue(out var result))
                {
                    result();
                }
            }

            // Done performing
            _performer = null;
        }
Example #2
0
        // Iterate phrases
        private static void IteratePhrases(TTSService service, TTSPreloadData preloadData, TTSPreloadIterateDelegate onIterate, Action <float> onProgress, Action <string> onComplete)
        {
            // No service
            if (service == null)
            {
                onComplete?.Invoke("\nNo TTSService found in current scene");
                return;
            }
            // No preload data
            if (preloadData == null)
            {
                onComplete?.Invoke("\nTTS Preload Data Not Found");
                return;
            }
            // Ignore if running
            if (Application.isPlaying)
            {
                onComplete?.Invoke("Cannot preload while running");
                return;
            }

            // Unload previous coroutine performer
            if (_performer != null)
            {
                MonoBehaviour.DestroyImmediate(_performer.gameObject);
                _performer = null;
            }

            // Run new coroutine
            _performer = CoroutineUtility.StartCoroutine(PerformIteratePhrases(service, preloadData, onIterate, onProgress, onComplete));
        }
Example #3
0
        // While active, perform any sent callbacks
        private void WatchMainThreadCallbacks()
        {
            // Ifnore if already performing
            if (_performer != null)
            {
                return;
            }

            // Check callbacks every frame (editor or runtime)
            _performer = CoroutineUtility.StartCoroutine(PerformMainThreadCallbacks());
        }
Example #4
0
        // Request setup
        public virtual void Setup(UnityWebRequest newRequest, Action <float> newProgress, Action <UnityWebRequest> newComplete)
        {
            // Already setup
            if (_request != null)
            {
                return;
            }

            // Setup
            _request      = newRequest;
            _onProgress   = newProgress;
            _onComplete   = newComplete;
            _transmitting = false;
            _progress     = 0f;

            // Use default timeout
            if (newRequest.timeout <= 0)
            {
                newRequest.timeout = Timeout;
            }

            // Begin
            _coroutine = CoroutineUtility.StartCoroutine(PerformUpdate());
        }