private IEnumerator DisableSkyBoxCR(float timeOffset) { WaitForEndOfFrame endOfFrame = new WaitForEndOfFrame(); float time = 0.0f; while (time < timeOffset) { time += Time.deltaTime; yield return endOfFrame; } SetActve(true); StartCoroutine(TransitionManager.Instance.FadeContent( gameObject, TransitionManager.FadeType.FadeOut, TransitionManager.Instance.TransitionTimeSkyboxFadeOut, TransitionManager.Instance.OpacityCurveSkyboxFadeOut)); time = 0.0f; while (time < TransitionManager.Instance.TransitionTimeSkyboxFadeOut) { time += Time.deltaTime; yield return endOfFrame; } // if there is not a fade in our future, we can deactivate the game object; otherwise, fades // will not work because Update() is not called on inactive objects if (--fadingRefCount == 0) { SetActve(false); } }
static public int constructor(IntPtr l) { try { #if DEBUG var method = System.Reflection.MethodBase.GetCurrentMethod(); string methodName = GetMethodName(method); #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.BeginSample(methodName); #else Profiler.BeginSample(methodName); #endif #endif UnityEngine.WaitForEndOfFrame o; o = new UnityEngine.WaitForEndOfFrame(); pushValue(l, true); pushValue(l, o); return(2); } catch (Exception e) { return(error(l, e)); } #if DEBUG finally { #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.EndSample(); #else Profiler.EndSample(); #endif } #endif }
private IEnumerator getPath(Vector3 target) { lookTarget = target; var waitUpdate = new WaitForEndOfFrame(); myAgent.SetDestination(target); while (myAgent.pathPending) yield return waitUpdate; myAgent.Stop(); path = myAgent.path; }
IEnumerator EndOfFrames() { UnityEngine.WaitForEndOfFrame wait = new UnityEngine.WaitForEndOfFrame(); while (true) { yield return(wait); Loop(Process.EndOfFrames); } }
IEnumerator RandomInputJump() { var waitForEndOfFrame = new WaitForEndOfFrame(); while (true) { _fakeInputJump = true; yield return waitForEndOfFrame; yield return waitForEndOfFrame; _fakeInputJump = false; yield return new WaitForSeconds(Random.Range(.2f, 1f)); } }
static public int constructor(IntPtr l) { try { UnityEngine.WaitForEndOfFrame o; o = new UnityEngine.WaitForEndOfFrame(); pushValue(l, o); return(1); } catch (Exception e) { return(error(l, e)); } }
public static int constructor(IntPtr l) { try { UnityEngine.WaitForEndOfFrame o; o=new UnityEngine.WaitForEndOfFrame(); pushValue(l,o); return 1; } catch(Exception e) { LuaDLL.luaL_error(l, e.ToString()); return 0; } }
void Awake() { instance = this; cachedTransform = transform; waitEndOfFrame = new WaitForEndOfFrame(); if (Screen.width >= Screen.height) { OrientationChanged(ScreenOrientation.Landscape); } else { OrientationChanged(ScreenOrientation.Portrait); } }
static public int constructor(IntPtr l) { try { UnityEngine.WaitForEndOfFrame o; o = new UnityEngine.WaitForEndOfFrame(); pushValue(l, o); return(1); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
public static int constructor(IntPtr l) { try { UnityEngine.WaitForEndOfFrame o; o=new UnityEngine.WaitForEndOfFrame(); pushValue(l,true); pushValue(l,o); return 2; } catch(Exception e) { return error(l,e); } }
private IEnumerator ReflectionProbeUpdate() { var waiter = new WaitForEndOfFrame(); var currentSlice = -1; for (;;) { for (int i = 0; i < 2; i++) yield return waiter; currentSlice = reflectionProbe.RenderProbe(); while (!reflectionProbe.IsFinishedRendering(currentSlice)) yield return waiter; } }
public void Awake() { waitEndOfFrame = new WaitForEndOfFrame(); if(instance == null) { instance = this; allFreezers = new List<FreezerTile>(20); Match3BoardGameLogic.Instance.loseConditions.OnNewMove += OnNewMove; Match3BoardGameLogic.OnPostStableBoard += OnPostStableBoard; } else { Destroy (this); } }
IEnumerator FadeinCoroutine (float time, System.Action action) { float endTime = Time.timeSinceLevelLoad + time * (1 - cutoutRange); var endFrame = new WaitForEndOfFrame (); while (Time.timeSinceLevelLoad <= endTime) { cutoutRange = 1 - ((endTime - Time.timeSinceLevelLoad) / time); fade.UpdateMaskCutout (cutoutRange); yield return endFrame; } cutoutRange = 1; fade.UpdateMaskCutout (cutoutRange); if (action != null) { action (); } }
private IEnumerator EnableSkyBoxCR(float timeOffset) { WaitForEndOfFrame endOfFrame = new WaitForEndOfFrame(); float time = 0.0f; while (time < timeOffset) { time += Time.deltaTime; yield return endOfFrame; } SetActve(true); StartCoroutine(TransitionManager.Instance.FadeContent( gameObject, TransitionManager.FadeType.FadeIn, TransitionManager.Instance.TransitionTimeSkyboxFadeIn, TransitionManager.Instance.OpacityCurveSkyboxFadeIn)); --fadingRefCount; }
IEnumerator Start () { var waitForEndFrame = new WaitForEndOfFrame(); while (true) { yield return waitForEndFrame; for (int i = _endOfFrameTicked.Count - 1; i >= 0; --i) { try { _endOfFrameTicked[i].EndOfFrameTick(Time.deltaTime); } catch (Exception e) { Utility.Console.LogException(e); } } } }
static int _CreateUnityEngine_WaitForEndOfFrame(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 0) { UnityEngine.WaitForEndOfFrame obj = new UnityEngine.WaitForEndOfFrame(); ToLua.PushSealed(L, obj); return(1); } else { return(LuaDLL.luaL_throw(L, "invalid arguments to ctor method: UnityEngine.WaitForEndOfFrame.New")); } } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
void Awake() { waitEndFrame = new WaitForEndOfFrame(); }
/// <summary> /// Called after the Awake() and before any update is called. /// </summary> public IEnumerator Start() { // Initialize the manager InputManager.Initialize(); // Create the coroutine here so we don't re-create over and over WaitForEndOfFrame lWaitForEndOfFrame = new WaitForEndOfFrame(); // Loop endlessly so we can process the input // at the end of each frame, preparing for the next while (true) { yield return lWaitForEndOfFrame; InputManager.Update(); } }
/// <summary> /// Called after the Awake() and before any update is called. /// </summary> public IEnumerator Start() { // Create the coroutine here so we don't re-create over and over WaitForEndOfFrame lWaitForEndOfFrame = new WaitForEndOfFrame(); // Loop endlessly so we can flag when we're done with the frame while (true) { yield return lWaitForEndOfFrame; // Update the frame index for messages that need to be sent next update. // Since the max value of an int is 2,147,483,647, we can run 60FPS // for 414 days straight before we hit it. So... we won't worry about extra logic. MessageDispatcher.FrameIndex++; } }
protected override void Awake () { base.Awake(); waitEndOfFrame = new WaitForEndOfFrame(); tileModelTransform = cachedTransform.Find("Model"); tileModelRenderer = tileModelTransform.renderer; tileModelLocalPos = tileModelTransform.localPosition; }
/// <summary> /// Start this instance. /// </summary> public IEnumerator Start() { Log.FilePath = _FilePath; Log.FontSize = _ScreenFontSize; Log.ForeColor = _ScreenForeColor; Log.LineHeight = _ScreenFontSize + 6; Log.PrefixTime = _PrefixTime; Log.IsFileEnabled = _IsFileEnabled; Log.IsScreenEnabled = _IsScreenEnabled; Log.IsConsoleEnabled = _IsConsoleEnabled; Log.FileFlushPerWrite = _FileFlushPerWrite; // Create the coroutine here so we don't re-create over and over WaitForEndOfFrame lWaitForEndOfFrame = new WaitForEndOfFrame(); // Clear the log each frame while (true) { // Wait until we reach the end of the frame and then flush the log. This way we can // refresh the UI while in the frame. // // MEMORY: This causes 9/17 bytes of GC (runtime/editor) yield return lWaitForEndOfFrame; Log.Clear(); } }
static CoroutineEx() { CoroutineEx.waitForEndOfFrame = new WaitForEndOfFrame(); CoroutineEx.waitForFixedUpdate = new WaitForFixedUpdate(); CoroutineEx.waitForSecondsBuffer = new Dictionary <float, WaitForSeconds>(); }
private System.Collections.IEnumerator UpdateRoutine() { var waitForFixed = new WaitForFixedUpdate(); var waitForLate = new WaitForEndOfFrame(); Restart: switch(_useUpdateSequence) { case UpdateSequence.None: case UpdateSequence.Update: yield return null; break; case UpdateSequence.FixedUpdate: yield return waitForFixed; break; case UpdateSequence.LateUpdate: yield return waitForLate; break; } if (_useUpdateSequence != UpdateSequence.None && _stateMachine.Current != null) { _stateMachine.Current.UpdateMovement(); } goto Restart; }
protected override void Awake () { Debug.Log("Match3BoardGameLogic Awake"); instance = this; base.Awake (); waitEndFrame = new WaitForEndOfFrame(); HOTween.Init(false, false, false); characterUsed = CharacterSpecialAnimations.characterIndex < 0 ? "" : CompanionSelect.icons[CharacterSpecialAnimations.characterIndex]; LoadLevel(Match3BoardRenderer.levelIdx); // Once the level is loaded get the reference to the board data boardData = boardRenderer.GetComponent<BoardData>(); gameSoundEventsHandler = new InGameSoundEventsHandler(); gameSoundEventsHandler.RegisterSoundEvents(); }
IEnumerator FadeoutCoroutine(float time, System.Action action) { float endTime = Time.timeSinceLevelLoad + time * (cutoutRange); var endFrame = new WaitForEndOfFrame (); while (Time.timeSinceLevelLoad <= endTime) { cutoutRange = (endTime - Time.timeSinceLevelLoad) / time; fade.Range = cutoutRange; yield return endFrame; } cutoutRange = 0; fade.Range = cutoutRange; if (action != null) { action (); } }
public IEnumerator PlayWait(int take) { WaitForEndOfFrame wait = new WaitForEndOfFrame(); Play(take); while(isPlaying) yield return wait; }
/// <summary> /// Called after the Awake() and before any update is called. /// </summary> public IEnumerator Start() { // Create the coroutine here so we don't re-create over and over WaitForEndOfFrame lWaitForEndOfFrame = new WaitForEndOfFrame(); // Loop endlessly so we can process the timings at the end of each frame in // preperation for the next while (true) { yield return lWaitForEndOfFrame; TimeManager.Update(); } }
public static System.Collections.IEnumerator LateUpdateTickerIterator(System.Action a) { if (a == null) throw new System.ArgumentNullException("a"); var wait = new WaitForEndOfFrame(); yield return wait; while (true) { a(); yield return wait; } }
public Match3Globals() { waitEndFrame = new WaitForEndOfFrame(); layerBoardTile = LayerMask.NameToLayer("BoardTile"); }
IEnumerator Start() { var path = EditorUtility.OpenFolderPanel ("Select target folder to screenshots", string.Empty, string.Empty); if (string.IsNullOrEmpty (path) || !Directory.Exists (path)) { FinishCapturing ("Invalid path"); yield break; } var platform = EditorUserBuildSettings.activeBuildTarget.ToString (); var waiter = new WaitForEndOfFrame (); var savedPreset = GameViewResolution.GetPreset (); string err = null; int tempPreset; foreach (var res in _resList) { tempPreset = GameViewResolution.AddCustomPreset (res.x, res.y, "_capturer"); GameViewResolution.SetPreset (tempPreset); yield return waiter; try { Application.CaptureScreenshot ( Path.Combine (path, string.Format (FileNameMask, platform, res.x, res.y))); } catch (Exception ex) { err = ex.ToString (); break; } GameViewResolution.SetPreset (savedPreset); GameViewResolution.RemoveCustomPreset (tempPreset); } FinishCapturing (err); }
protected IEnumerator waitCoroutine() { WaitForEndOfFrame endWaiter = new WaitForEndOfFrame(); while (true) { yield return endWaiter; Int64 unityTime = (Int64)(Time.time * 1e6); clockCorrelator.UpdateRebaseEstimate(unityTime); } }
/// <summary> /// Called after the Awake() and before any update is called. /// </summary> public IEnumerator Start() { // Force the xbox value InputManager.IsXboxControllerEnabled = _IsXboxControllerEnabled; InputManager.MoveActivator = _MoveActivator; InputManager.ViewActivator = _ViewActivator; // Create the coroutine here so we don't re-create over and over WaitForEndOfFrame lWaitForEndOfFrame = new WaitForEndOfFrame(); // Loop endlessly so we can process the input // at the end of each frame, preparing for the next while (true) { yield return lWaitForEndOfFrame; InputManager.Update(); } }
/** * Coroutine that will call render on the native plugin at the end of every frame. */ private IEnumerator RenderRemoteDisplayCoroutine() { var waitObject = new WaitForEndOfFrame(); while (gameObject.activeInHierarchy && enabled) { yield return waitObject; MaybeRenderFrame(); } yield return 0; }
// private InterstitialAd interstitial; void Start() { shI = GetComponent<ShareInfo>(); shI.text = "Look, there's an amazing game! You can play it too!\n https://play.google.com/store/apps/details?id=com.azinecllc.flyingadventures"; halfFadeTimeWFS = new WaitForSeconds(fadeTime / 2); fadeTimeWFS = new WaitForSeconds(fadeTime); wfeof = new WaitForEndOfFrame(); levelEndWaitTimeWFS = new WaitForSeconds(levelEndWaitTime); pm = gameObject.GetComponent<ProgressManager>(); anim = FadePlane.GetComponent<Animator>(); anim.SetFloat("speedMultiplier", 1 / fadeTime); StartCoroutine(WaitForSplash()); if (GameObject.FindGameObjectsWithTag(UI.tag).Length > 1) { Destroy(GameObject.FindGameObjectsWithTag(UI.tag)[1]); } if (GameObject.FindGameObjectsWithTag("es").Length > 1) { Destroy(GameObject.FindGameObjectsWithTag("es")[1]); } if (GameObject.FindGameObjectsWithTag(gameObject.tag).Length > 1) { Destroy(gameObject); } }