Exemple #1
0
        internal static void Init()
        {
            uiThreadId    = Thread.CurrentThread.ManagedThreadId;
            UiSyncContext = SynchronizationContext.Current;

            BackgroundSyncContext = new SynchronizationContext();

            beforeUpdates = new ContinuationProcessorGroup();
            afterUpdates  = new ContinuationProcessorGroup();
        }
Exemple #2
0
        static void Initialize()
        {
            unityThreadId    = Thread.CurrentThread.ManagedThreadId;
            UnitySyncContext = SynchronizationContext.Current;

            BackgroundSyncContext = new SynchronizationContext();             // TODO: confirm this produces desired behaviour

            updates      = new ContinuationProcessorGroup();
            lateUpdates  = new ContinuationProcessorGroup();
            fixedUpdates = new ContinuationProcessorGroup();

            Instance = new GameObject("[Async Manager]").AddComponent <AsyncManager>();
            DontDestroyOnLoad(Instance);
        }
        public static void Initialize()
        {
            unityThreadId    = Thread.CurrentThread.ManagedThreadId;
            UnitySyncContext = SynchronizationContext.Current;

            BackgroundSyncContext = new SynchronizationContext();             // TODO: confirm this produces desired behaviour

            updates      = new ContinuationProcessorGroup();
            lateUpdates  = new ContinuationProcessorGroup();
            fixedUpdates = new ContinuationProcessorGroup();

            Instance = new GameObject("Async Manager").AddComponent <AsyncManager>();
            if (!Application.isEditor)            // DontDestroyOnLoad can not be called in editor mode
            {
                DontDestroyOnLoad(Instance);
            }
        }