public SequentialMonoRunner(string name, bool mustSurvive = false) { UnityCoroutineRunner.InitializeGameObject(name, ref _go, mustSurvive); var runnerBehaviour = _go.AddComponent <RunnerBehaviourUpdate>(); var runnerBehaviourForUnityCoroutine = _go.AddComponent <RunnerBehaviour>(); var info = new UnityCoroutineRunner.StandardRunningTaskInfo { runnerName = name }; runnerBehaviour.StartUpdateCoroutine(new UnityCoroutineRunner.Process (_newTaskRoutines, _coroutines, _flushingOperation, info, SequentialTasksFlushing, runnerBehaviourForUnityCoroutine, StartCoroutine)); }
public EarlyUpdateMonoRunner(UpdateMonoRunner updateRunner, string name) { _go = updateRunner._go; var runnerBehaviour = _go.GetComponent <RunnerBehaviourUpdate>(); var runnerBehaviourForUnityCoroutine = _go.GetComponent <RunnerBehaviour>(); var info = new UnityCoroutineRunner.StandardRunningTaskInfo() { runnerName = name }; runnerBehaviour.StartEarlyUpdateCoroutine(new UnityCoroutineRunner.Process (_newTaskRoutines, _coroutines, _flushingOperation, info, UnityCoroutineRunner.StandardTasksFlushing, runnerBehaviourForUnityCoroutine, StartCoroutine)); }
public CoroutineMonoRunner(string name, bool mustSurvive = false) { _platformProfiler = new Svelto.Common.PlatformProfiler(name); UnityCoroutineRunner.InitializeGameObject(name, ref _go, mustSurvive); RunnerBehaviour runnerBehaviour = _go.AddComponent <RunnerBehaviour>(); _runnerBehaviourForUnityCoroutine = _go.AddComponent <RunnerBehaviour>(); _info = new UnityCoroutineRunner.StandardRunningTaskInfo { runnerName = name }; runnerBehaviour.StartCoroutine(new UnityCoroutineRunner.Process( _newTaskRoutines, _coroutines, _flushingOperation, _info, UnityCoroutineRunner.StandardTasksFlushing, _runnerBehaviourForUnityCoroutine, StartCoroutine)); }