public SequentialMonoRunner(string name, bool mustSurvive = false) : base(name) { UnityCoroutineRunner.InitializeGameObject(name, ref _go, mustSurvive); var runnerBehaviour = _go.AddComponent <RunnerBehaviourUpdate>(); var info = new UnityCoroutineRunner.RunningTasksInfo { runnerName = name }; runnerBehaviour.StartUpdateCoroutine(new UnityCoroutineRunner.Process <UnityCoroutineRunner.RunningTasksInfo> (_newTaskRoutines, _coroutines, _flushingOperation, info)); }
public EarlyUpdateMonoRunner(UpdateMonoRunner updateRunner, string name) : base(name) { _go = updateRunner._go; var runnerBehaviour = _go.GetComponent <RunnerBehaviourUpdate>(); var info = new UnityCoroutineRunner.RunningTasksInfo() { runnerName = name }; runnerBehaviour.StartEarlyUpdateCoroutine(new UnityCoroutineRunner.Process <UnityCoroutineRunner.RunningTasksInfo> (_newTaskRoutines, _coroutines, _flushingOperation, info)); }
public CoroutineMonoRunner(string name, bool mustSurvive = false) : base(name) { UnityCoroutineRunner.InitializeGameObject(name, ref _go, mustSurvive); _runnerBehaviour = _go.AddComponent <RunnerBehaviour>(); var info = new UnityCoroutineRunner.RunningTasksInfo { runnerName = name }; _processEnumerator = new UnityCoroutineRunner.Process <UnityCoroutineRunner.RunningTasksInfo> (_newTaskRoutines, _coroutines, _flushingOperation, info); _runnerBehaviour.StartCoroutine(_processEnumerator); }
public CoroutineMonoRunner(string name, bool mustSurvive = false) { UnityCoroutineRunner.InitializeGameObject(name, ref _go, mustSurvive); RunnerBehaviour runnerBehaviour = _go.AddComponent <RunnerBehaviour>(); var runnerBehaviourForUnityCoroutine = _go.AddComponent <RunnerBehaviour>(); _info = new UnityCoroutineRunner.RunningTasksInfo { runnerName = name }; runnerBehaviour.StartCoroutine(new UnityCoroutineRunner.Process( _newTaskRoutines, _coroutines, _flushingOperation, _info, UnityCoroutineRunner.StandardTasksFlushing, 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.RunningTasksInfo { runnerName = name }; runnerBehaviour.StartEarlyUpdateCoroutine(new UnityCoroutineRunner.Process (_newTaskRoutines, _coroutines, _flushingOperation, info, UnityCoroutineRunner.StandardTasksFlushing, runnerBehaviourForUnityCoroutine, StartCoroutine)); }
public UpdateMonoRunner(string name) { UnityCoroutineRunner.InitializeGameObject(name, ref _go); var coroutines = new FasterList <IPausableTask>(NUMBER_OF_INITIAL_COROUTINE); var runnerBehaviour = _go.AddComponent <RunnerBehaviourUpdate>(); var runnerBehaviourForUnityCoroutine = _go.AddComponent <RunnerBehaviour>(); _info = new UnityCoroutineRunner.RunningTasksInfo { runnerName = name }; runnerBehaviour.StartUpdateCoroutine(UnityCoroutineRunner.Process (_newTaskRoutines, coroutines, _flushingOperation, _info, UnityCoroutineRunner.StandardTasksFlushing, runnerBehaviourForUnityCoroutine, StartCoroutine)); }
public StaggeredMonoRunner(string name, int maxTasksPerFrame, bool mustSurvive = false) { _flushingOperation = new FlushingOperationStaggered(maxTasksPerFrame); UnityCoroutineRunner.InitializeGameObject(name, ref _go, mustSurvive); var runnerBehaviour = _go.AddComponent <RunnerBehaviourUpdate>(); var runnerBehaviourForUnityCoroutine = _go.AddComponent <RunnerBehaviour>(); var info = new UnityCoroutineRunner.RunningTasksInfo { runnerName = name }; runnerBehaviour.StartUpdateCoroutine(new UnityCoroutineRunner.Process (_newTaskRoutines, _coroutines, _flushingOperation, info, StaggeredTasksFlushing, runnerBehaviourForUnityCoroutine, StartCoroutine)); }
public PhysicMonoRunner(string name) { var go = UnityCoroutineRunner.InitializeGameobject(name); var coroutines = new FasterList <IPausableTask>(NUMBER_OF_INITIAL_COROUTINE); var runnerBehaviour = go.AddComponent <RunnerBehaviourPhysic>(); var runnerBehaviourForUnityCoroutine = go.AddComponent <RunnerBehaviour>(); _info = new UnityCoroutineRunner.RunningTasksInfo() { runnerName = name }; runnerBehaviour.StartPhysicCoroutine(UnityCoroutineRunner.Process (_newTaskRoutines, coroutines, _flushingOperation, _info, UnityCoroutineRunner.StandardTasksFlushing, runnerBehaviourForUnityCoroutine, StartCoroutine)); }
public StaggeredMonoRunner(string name, int maxTasksPerFrame) { _flushingOperation = new FlushingOperationStaggered(maxTasksPerFrame); var go = UnityCoroutineRunner.InitializeGameobject(name); var coroutines = new FasterList <IPausableTask>(NUMBER_OF_INITIAL_COROUTINE); var runnerBehaviour = go.AddComponent <RunnerBehaviourUpdate>(); var runnerBehaviourForUnityCoroutine = go.AddComponent <RunnerBehaviour>(); _info = new UnityCoroutineRunner.RunningTasksInfo() { runnerName = name }; runnerBehaviour.StartUpdateCoroutine(UnityCoroutineRunner.Process (_newTaskRoutines, coroutines, _flushingOperation, _info, StaggeredTasksFlushing, runnerBehaviourForUnityCoroutine, StartCoroutine)); }