public ThreadWaitForNextFrame(int waitFrames = 1, int sleepTime = 5) { bool flag = waitFrames > 0; if (flag) { bool flag2 = MainThreadWatchdog.CheckIfMainThread(); if (flag2) { Debug.Log("Its not allowed to put the MainThread to sleep!"); } else { int currentFrame = MainThreadDispatcher.currentFrame; bool flag3 = !UnityActivityWatchdog.CheckUnityRunning(); if (!flag3) { Thread.Sleep(sleepTime); while (!UnityActivityWatchdog.CheckUnityActive() || currentFrame + waitFrames >= MainThreadDispatcher.currentFrame) { Thread.Sleep(sleepTime); } } } } }
public ThreadWaitForSeconds(float seconds) { if (MainThreadWatchdog.CheckIfMainThread()) { Debug.Log("Its not allowed to put the MainThread to sleep!"); return; } if(!UnityActivityWatchdog.CheckUnityRunning()) return; Thread.Sleep((int)Mathf.Max( 1, Mathf.Round(seconds * 1000f))); while (!UnityActivityWatchdog.CheckUnityActive()) Thread.Sleep(5); }
public ThreadWaitForNextFrame(int waitFrames = 1, int sleepTime = 5) { if (waitFrames > 0) { if (MainThreadWatchdog.CheckIfMainThread()) { Debug.Log("Its not allowed to put the MainThread to sleep!"); return; } int startFrame = MainThreadDispatcher.currentFrame; Thread.Sleep(sleepTime); while (!UnityActivityWatchdog.CheckUnityActive() || startFrame + waitFrames >= MainThreadDispatcher.currentFrame) { Thread.Sleep(sleepTime); } } }
public ThreadWaitForSeconds(float seconds) { bool flag = MainThreadWatchdog.CheckIfMainThread(); if (flag) { Debug.Log("Its not allowed to put the MainThread to sleep!"); } else { bool flag2 = !UnityActivityWatchdog.CheckUnityRunning(); if (!flag2) { Thread.Sleep((int)Mathf.Max(1f, Mathf.Round(seconds * 1000f))); while (!UnityActivityWatchdog.CheckUnityActive()) { Thread.Sleep(5); } } } }