// Manages running active coroutines! private static void Runner() { // Tick all the coroutines we have stored for (int i = 0; i < coroutineStates.Count; i++) { TickState(coroutineStates[i]); } // if a coroutine was finished whilst we were ticking, clear it out now for (int i = 0; i < finishedThisUpdate.Count; i++) { coroutineStates.Remove(finishedThisUpdate[i]); if (uiCoroutineState == finishedThisUpdate[i]) { uiCoroutineState = null; EditorUtility.ClearProgressBar(); } } finishedThisUpdate.Clear(); // stop the runner if were done. if (coroutineStates.Count == 0) { EditorApplication.update -= Runner; } }
/// <summary> /// Start a coroutine and display a progress UI. only one EditorCoroutine can display a UI at once. equivilent of calling StartCoroutine on a mono behaviour /// </summary> /// <param name="coroutine">coroutine to run</param> /// <param name="title">Text to show in the UIs title bar</param> /// <param name="isCancelable">Displays a cancel button if true</param> public static EditorCoroutine StartCoroutineWithUI(IEnumerator coroutine, string title, bool isCancelable = false) { if (uiCoroutineState != null) { Debug.LogError("EditorCoroutineRunner only supports running one coroutine that draws a GUI! [" + title + "]"); return(null); } EditorCoroutineRunner.uiCoroutineState = new EditorCoroutineState(coroutine, title, isCancelable); return(StoreCoroutine(uiCoroutineState)); }
private static void TickState(EditorCoroutineState state) { if (state.IsValid) { // This coroutine is still valid, give it a chance to tick! state.Tick(); } else { // We have finished running the coroutine, lets scrap it finishedThisUpdate.Add(state); } }
// Creates objects to manage the coroutines lifecycle and stores them away to be processed internal static EditorCoroutine StoreCoroutine(EditorCoroutineState state) { if (coroutineStates == null) { coroutineStates = new List <EditorCoroutineState>(); finishedThisUpdate = new List <EditorCoroutineState>(); } if (coroutineStates.Count == 0) { EditorApplication.update += Runner; } coroutineStates.Add(state); return(state.editorCoroutineYieldInstruction); }
public static void KillCoroutine(ref EditorCoroutine coroutine) { if (uiCoroutineState.editorCoroutineYieldInstruction == coroutine) { uiCoroutineState = null; coroutine = null; EditorUtility.ClearProgressBar(); return; } if (KillCoroutine(ref coroutine, ref coroutineStates)) { return; } if (KillCoroutine(ref coroutine, ref finishedThisUpdate)) { return; } }
private static void TickState(EditorCoroutineState state) { if (state.IsValid) { // This coroutine is still valid, give it a chance to tick! state.Tick(); // if this coroutine is the active UI coroutine, give it a chance to update the UI if (state.showUI && uiCoroutineState == state) { uiCoroutineState.UpdateUI(); } } else { // We have finished running the coroutine, lets scrap it finishedThisUpdate.Add(state); } }