using UnityEngine; using System.Collections;
public class TaskManagerTest : MonoBehaviour { /// Simple, really. There is no need to initialize or even refer to TaskManager. /// When the first Task is created in an application, a "TaskManager" GameObject /// will automatically be added to the scene root with the TaskManager component /// attached. This component will be responsible for dispatching all coroutines /// behind the scenes. /// /// Task also provides an event that is triggered when the coroutine exits. /// A Task object represents a coroutine. Tasks can be started, paused, and stopped. /// It is an error to attempt to start a task that has been stopped or which has /// naturally terminated. 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);
}
} //Example usage:---------------------------------------------------------------------------- IEnumerator MyAwesomeTask() { while(true) { Debug.Log("Logcat iz in ur consolez, spammin u wif messagez."); yield return null; } }
IEnumerator TaskKiller(float delay, Task t)
{
yield return new WaitForSeconds(delay);
t.Stop();
}
[ContextMenu("Run")]
void SomeCodeThatCouldBeAnywhereInTheUniverse()
{
Task spam = new Task(MyAwesomeTask());
new Task(TaskKiller(5, spam));
}
//----------------------------------------------------------------------------
}