Coroutine/Coroutine/ActiveCoroutine.cs

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using System;
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using System.Collections.Generic;
using System.Diagnostics;
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namespace Coroutine {
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/// <summary>
/// A reference to a currently running coroutine.
/// This is returned by <see cref="CoroutineHandler.Start(IEnumerator{Wait},string)"/>.
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/// </summary>
public class ActiveCoroutine {
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private readonly IEnumerator<Wait> enumerator;
private readonly Stopwatch stopwatch;
private Wait current;
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/// <summary>
/// This property stores whether or not this active coroutine is finished.
/// A coroutine is finished if all of its waits have passed, or if it <see cref="WasCanceled"/>.
/// </summary>
public bool IsFinished { get; private set; }
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/// <summary>
/// This property stores whether or not this active coroutine was cancelled using <see cref="Cancel"/>.
/// </summary>
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public bool WasCanceled { get; private set; }
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/// <summary>
/// The total amount of time that <see cref="MoveNext"/> took.
/// This is the amount of time that this active coroutine took for the entirety of its "steps", or yield statements.
/// </summary>
public TimeSpan TotalMoveNextTime { get; private set; }
/// <summary>
/// The total amount of times that <see cref="MoveNext"/> was invoked.
/// This is the amount of "steps" in your coroutine, or the amount of yield statements.
/// </summary>
public int MoveNextCount { get; private set; }
/// <summary>
/// The maximum amount of time that <see cref="MoveNext"/> took.
/// This is the maximum amount of time that each "step", or each yield statement, of this coroutine took to execute.
/// </summary>
public TimeSpan MaxMoveNextTime { get; private set; }
/// <summary>
/// The average amount of time that <see cref="MoveNext"/> took.
/// This is the average amount of time that each "step", or each yield statement, of this coroutine took to execute.
/// </summary>
public TimeSpan AverageMoveNextTime => new TimeSpan(this.TotalMoveNextTime.Ticks / this.MoveNextCount);
/// <summary>
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/// An event that gets fired when this active coroutine finishes or gets cancelled.
/// When this event is called, <see cref="IsFinished"/> is always true.
/// </summary>
public event FinishCallback OnFinished;
/// <summary>
/// The name of this coroutine.
/// When not specified on startup of this coroutine, the name defaults to an empty string.
/// </summary>
public readonly string Name;
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internal ActiveCoroutine(IEnumerator<Wait> enumerator, string name, Stopwatch stopwatch) {
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this.enumerator = enumerator;
this.stopwatch = stopwatch;
this.Name = name;
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}
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/// <summary>
/// Cancels this coroutine, causing all subsequent <see cref="Wait"/>s and any code in between to be skipped.
/// </summary>
/// <returns>Whether the cancellation was successful, or this coroutine was already cancelled or finished</returns>
public bool Cancel() {
if (this.IsFinished || this.WasCanceled)
return false;
this.WasCanceled = true;
this.IsFinished = true;
this.OnFinished?.Invoke(this);
return true;
}
internal bool Tick(double deltaSeconds) {
if (!this.WasCanceled) {
if (this.current.Tick(deltaSeconds))
this.MoveNext();
}
return this.IsFinished;
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}
internal bool OnEvent(Event evt) {
if (!this.WasCanceled) {
if (this.current.OnEvent(evt))
this.MoveNext();
}
return this.IsFinished;
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}
internal bool MoveNext() {
this.stopwatch.Restart();
var result = this.enumerator.MoveNext();
this.stopwatch.Stop();
this.TotalMoveNextTime += this.stopwatch.Elapsed;
if (this.stopwatch.Elapsed > this.MaxMoveNextTime)
{
this.MaxMoveNextTime = this.stopwatch.Elapsed;
}
this.MoveNextCount++;
if (!result) {
this.IsFinished = true;
this.OnFinished?.Invoke(this);
return false;
}
this.current = this.enumerator.Current;
return true;
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}
internal bool IsWaitingForEvent() {
return this.current.IsWaitingForEvent();
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}
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/// <summary>
/// A delegate method used by <see cref="ActiveCoroutine.OnFinished"/>.
/// </summary>
/// <param name="coroutine">The coroutine that finished</param>
public delegate void FinishCallback(ActiveCoroutine coroutine);
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}
}