ProjectZ/Assets/Scripts/TaskManager.cs

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2024-03-19 17:42:38 +03:00
using UnityEngine;
using System.Collections;
// https://github.com/krockot/Unity-TaskManager/blob/master/TaskManager.cs
namespace Koptilnya
{
public class Task
{
/// Returns true if and only if the coroutine is running. Paused tasks
/// are considered to be running.
public bool Running
{
get { return task.Running; }
}
/// Returns true if and only if the coroutine is currently paused.
public bool Paused
{
get { return task.Paused; }
}
/// Delegate for termination subscribers. manual is true if and only if
/// the coroutine was stopped with an explicit call to Stop().
public delegate void FinishedHandler(bool manual);
/// Termination event. Triggered when the coroutine completes execution.
public event FinishedHandler Finished;
/// Creates a new Task object for the given coroutine.
///
/// If autoStart is true (default) the task is automatically started
/// upon construction.
public Task(IEnumerator c, bool autoStart = true)
{
task = TaskManager.CreateTask(c);
task.Finished += TaskFinished;
if (autoStart)
Start();
}
/// Begins execution of the coroutine
public void Start()
{
task.Start();
}
/// Discontinues execution of the coroutine at its next yield.
public void Stop()
{
task.Stop();
}
public void Pause()
{
task.Pause();
}
public void Unpause()
{
task.Unpause();
}
void TaskFinished(bool manual)
{
FinishedHandler handler = Finished;
if (handler != null)
handler(manual);
}
TaskManager.TaskState task;
}
class TaskManager : MonoBehaviour
{
public class TaskState
{
public bool Running
{
get { return running; }
}
public bool Paused
{
get { return paused; }
}
public delegate void FinishedHandler(bool manual);
public event FinishedHandler Finished;
IEnumerator coroutine;
bool running;
bool paused;
bool stopped;
public TaskState(IEnumerator c)
{
coroutine = c;
}
public void Pause()
{
paused = true;
}
public void Unpause()
{
paused = false;
}
public void Start()
{
running = true;
singleton.StartCoroutine(CallWrapper());
}
public void Stop()
{
stopped = true;
running = false;
}
IEnumerator CallWrapper()
{
yield return null;
IEnumerator e = coroutine;
while (running)
{
if (paused)
yield return null;
else
{
if (e != null && e.MoveNext())
{
yield return e.Current;
}
else
{
running = false;
}
}
}
FinishedHandler handler = Finished;
if (handler != null)
handler(stopped);
}
}
static TaskManager singleton;
public static TaskState CreateTask(IEnumerator coroutine)
{
if (singleton == null)
{
GameObject go = new GameObject("TaskManager");
singleton = go.AddComponent<TaskManager>();
}
return new TaskState(coroutine);
}
}
}