Esempio n. 1
0
        private static IEnumerator EndOfFrameCoroutine()
        {
            while (true)
            {
                yield return(BetterCoroutines.WaitForEndOfFrame);

                BetterCoroutines.ProcessEndOfFrame();
            }

            // ReSharper disable once IteratorNeverReturns
        }
Esempio n. 2
0
        static BetterCoroutines()
        {
            var instance = new BetterCoroutines();

            ServiceLocator.RegisterSingleton(instance);

            if (!ServiceLocator.IsRegistered <BetterCoroutinesEndOfFrame>())
            {
                ServiceLocator.RegisterSingleton <BetterCoroutinesEndOfFrame>();
            }

            ServiceLocator.GlobalReset += () =>
            {
                ServiceLocator.RegisterSingleton(instance);
                ServiceLocator.RegisterSingleton <BetterCoroutinesEndOfFrame>();
            };
        }
 /// <summary>
 /// Stops a running coroutine prematurely.
 ///
 /// This will stop any child coroutines as well.
 /// </summary>
 /// <param name="unityObject"></param>
 /// <param name="coroutineId">The id of the coroutine to stop.</param>
 /// <returns>True if the coroutine was found and stopped, otherwise false.</returns>
 public static bool StopBetterCoroutine(this Object unityObject, int coroutineId)
 {
     return(BetterCoroutines.Stop(coroutineId));
 }
 /// <summary>
 /// Starts a new coroutine with its lifetime linked to this gameobject.
 /// The coroutine will be stopped when the linked gameobject is disabled or destroyed.
 /// </summary>
 /// <param name="gameObject">The gameobject to link the coroutine to.</param>
 /// <param name="enumerator"></param>
 /// <param name="updateLoop">Which update loop should the coroutine be part of?</param>
 /// <returns>The id of the coroutine.</returns>
 public static int StartBetterCoroutineLinked(this GameObject gameObject, IEnumerator enumerator,
                                              UpdateLoop updateLoop = UpdateLoop.Update)
 {
     return(BetterCoroutines.Start(enumerator, gameObject, updateLoop));
 }
 /// <summary>
 /// Starts a new coroutine with its lifetime linked to this component.
 /// The coroutine will be stopped when the linked component is disabled or destroyed.
 /// </summary>
 /// <param name="monoBehaviour">The component to link the coroutine to.</param>
 /// <param name="enumerator"></param>
 /// <param name="updateLoop">Which update loop should the coroutine be part of?</param>
 /// <returns>The id of the coroutine.</returns>
 public static int StartBetterCoroutineLinked(this MonoBehaviour monoBehaviour, IEnumerator enumerator,
                                              UpdateLoop updateLoop = UpdateLoop.Update)
 {
     return(BetterCoroutines.Start(enumerator, monoBehaviour, updateLoop));
 }
 /// <summary>
 /// Starts a new coroutine.
 /// </summary>
 /// <param name="unityObject"></param>
 /// <param name="enumerator"></param>
 /// <param name="updateLoop">Which update loop should the coroutine be part of?</param>
 /// <returns>The id of the coroutine.</returns>
 public static int StartBetterCoroutine(this Object unityObject, IEnumerator enumerator,
                                        UpdateLoop updateLoop = UpdateLoop.Update)
 {
     return(BetterCoroutines.Start(enumerator, updateLoop));
 }
 /// <summary>
 /// Starts a new coroutine.
 /// </summary>
 /// <param name="unityObject"></param>
 /// <param name="enumerator"></param>
 /// <param name="updateLoopId">Which update loop should the coroutine be part of?</param>
 /// <returns>The id of the coroutine.</returns>
 public static int StartBetterCoroutine(this Object unityObject, IEnumerator enumerator,
                                        int updateLoopId)
 {
     return(BetterCoroutines.Start(enumerator, updateLoopId));
 }