forked from PlumpMath/MyCoroutine-2
-
Notifications
You must be signed in to change notification settings - Fork 0
/
MyCoroutine.cs
263 lines (243 loc) · 7.13 KB
/
MyCoroutine.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
using UnityEngine;
using System.Collections;
using System;
using System.Collections.Generic;
using System.Reflection;
using System.Diagnostics;
public static class MyCoroutine
{
public static void Init(int maxFrameIntervalMs) {
MAX_FRAME_INTERVAL_MS = maxFrameIntervalMs;
MyCoroutineMono.Init();
}
public static int MAX_FRAME_INTERVAL_MS = 0;
static IEnumerator DelayAction(float delayTime, Action action)
{
yield return delayTime;
action();
}
public static int StartDelayAction(this GameObject go, float delayTime, Action action)
{
return go.StartContinueCoroutine(DelayAction(delayTime, action));
}
public static int StartContinueCoroutine(this GameObject go, IEnumerator ie)
{
if (GameMain.IsPlaying == false) return 0;
return MyCoroutineMono.instance.StartMyCoroutine(go, ie);
}
public static void StopContinueCoroutineById(this GameObject go, int id)
{
if (GameMain.IsPlaying == false) return;
MyCoroutineMono.instance.StopMyCoroutineById(id);
}
public static void StopContinueCoroutineByGo(this GameObject go)
{
if (GameMain.IsPlaying == false) return;
MyCoroutineMono.instance.StopMyCoroutineByGo(go);
}
#region mono
static FieldInfo _WaitForSencondField = null;
static FieldInfo WaitForSencondField
{
get
{
if (_WaitForSencondField == null)
{
_WaitForSencondField = typeof(WaitForSeconds).GetField("m_Seconds", BindingFlags.Instance | BindingFlags.NonPublic);
}
return _WaitForSencondField;
}
}
class MyCoroutineMono : MonoBehaviour
{
public static MyCoroutineMono instance
{
get
{
if (isInit == false)
{
Init();
}
return m;
}
}
static MyCoroutineMono m;
static bool isInit;
static object mLock = new object();
public static void Init() {
if (!GameMain.IsPlaying)
{
return;
}
lock (mLock)
{
if (isInit == true) return;
var go = new GameObject("[MY_COROUTINE]");
m = go.AddComponent<MyCoroutineMono>();
isInit = true;
DontDestroyOnLoad(go);
}
}
public bool printLog = false;
Stopwatch sw = new Stopwatch();
int coroutineId = 0;
int coroutineCount = 0;
struct Data
{
public bool die;
public GameObject go;
public IEnumerator ie;
public float delayTime;
public int id;
public void Upt()
{
if (go == null || go.ToString() == "null")
{
die = true;
return;
}
if (CheckGo() == false)
{
return;
}
if (delayTime >= 0)
{
delayTime -= Time.deltaTime;
}
if (delayTime >= 0) return;
if (ie.MoveNext() == false)
{
die = true;
return;
}
object obj = ie.Current;
if (obj == null) return;
if (obj is float)
{
delayTime = (float)obj;
}
else if (obj is int)
{
delayTime = (int)obj;
}
else if (obj is WaitForSeconds)
{
delayTime = (float)WaitForSencondField.GetValue(obj);
}
}
bool CheckGo()
{
return go && go.activeInHierarchy;
}
}
List<Data> dataBufferList = new List<Data>();
List<Data> dataList = new List<Data>();
bool checkBuffer = false;
bool checkData = false;
void Update()
{
if (checkBuffer == false && checkData == false) return;
if (dataBufferList.Count > 0)
{
lock (dataBufferList)
{
dataList.AddRange(dataBufferList);
dataBufferList.Clear();
checkBuffer = false;
}
checkData = true;
}
sw.Reset();
sw.Start();
for (int i = 0; i < dataList.Count; i++)
{
if (MAX_FRAME_INTERVAL_MS>0 && sw.ElapsedMilliseconds > MAX_FRAME_INTERVAL_MS)
{
if (printLog)
{
UnityEngine.Debug.Log("=========>sw.ElapsedMilliseconds > MAX_FRAME_INTERVAL_MS: loopCount:" + i + "/" + dataList.Count);
}
break;
}
var data = dataList[i];
if (data.die)
{
continue;
}
data.Upt();
dataList[i] = data;
}
for (int i = 0; i < dataList.Count; i++)
{
if (dataList[i].die)
{
dataList.RemoveAt(i);
i--;
}
}
if (dataList.Count == 0)
{
checkData = false;
}
coroutineCount = dataList.Count;
}
public int StartMyCoroutine(GameObject go, IEnumerator ie)
{
int id = getId();
Data da = new Data();
da.ie = ie;
da.go = go;
da.id = id;
lock (dataBufferList)
{
dataBufferList.Add(da);
checkBuffer = true;
}
return id;
}
public void StopMyCoroutineById(int id)
{
lock (dataBufferList)
{
dataList.AddRange(dataBufferList);
dataBufferList.Clear();
}
for (int i = 0; i < dataList.Count; i++)
{
var data = dataList[i];
if (data.id == id)
{
data.die = true;
dataList[i] = data;
return;
}
}
}
public void StopMyCoroutineByGo(GameObject go)
{
lock (dataBufferList)
{
dataList.AddRange(dataBufferList);
dataBufferList.Clear();
}
for (int i = 0; i < dataList.Count; i++)
{
var data = dataList[i];
if (data.go == go)
{
data.die = true;
dataList[i] = data;
}
}
}
int getId()
{
return coroutineId++;
}
public int GetCoroutineCount()
{
return coroutineCount;
}
#endregion
}
}