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using System;
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2019-06-22 17:24:50 +02:00
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using System.Collections.Generic;
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2020-12-20 17:12:43 +01:00
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using System.Diagnostics;
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namespace Coroutine {
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/// <summary>
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/// A reference to a currently running coroutine.
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/// This is returned by <see cref="CoroutineHandler.Start(IEnumerator{Wait},string)"/>.
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/// </summary>
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public class ActiveCoroutine {
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private readonly IEnumerator<Wait> enumerator;
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private readonly Stopwatch stopwatch;
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private Wait current;
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/// <summary>
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/// This property stores whether or not this active coroutine is finished.
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/// A coroutine is finished if all of its waits have passed, or if it <see cref="WasCanceled"/>.
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/// </summary>
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public bool IsFinished { get; private set; }
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/// <summary>
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/// This property stores whether or not this active coroutine was cancelled using <see cref="Cancel"/>.
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/// </summary>
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public bool WasCanceled { get; private set; }
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/// <summary>
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/// The total amount of time that <see cref="MoveNext"/> took.
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/// This is the amount of time that this active coroutine took for the entirety of its "steps", or yield statements.
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/// </summary>
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public TimeSpan TotalMoveNextTime { get; private set; }
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/// <summary>
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/// The total amount of times that <see cref="MoveNext"/> was invoked.
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/// This is the amount of "steps" in your coroutine, or the amount of yield statements.
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/// </summary>
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public int MoveNextCount { get; private set; }
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/// <summary>
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/// The maximum amount of time that <see cref="MoveNext"/> took.
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/// This is the maximum amount of time that each "step", or each yield statement, of this coroutine took to execute.
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/// </summary>
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public TimeSpan MaxMoveNextTime { get; private set; }
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/// <summary>
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/// The average amount of time that <see cref="MoveNext"/> took.
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/// This is the average amount of time that each "step", or each yield statement, of this coroutine took to execute.
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/// </summary>
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public TimeSpan AverageMoveNextTime => new TimeSpan(this.TotalMoveNextTime.Ticks / this.MoveNextCount);
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/// <summary>
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/// An event that gets fired when this active coroutine finishes or gets cancelled.
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/// When this event is called, <see cref="IsFinished"/> is always true.
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/// </summary>
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public event FinishCallback OnFinished;
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/// <summary>
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/// The name of this coroutine.
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/// When not specified on startup of this coroutine, the name defaults to an empty string.
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/// </summary>
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public readonly string Name;
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internal ActiveCoroutine(IEnumerator<Wait> enumerator, string name, Stopwatch stopwatch) {
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this.enumerator = enumerator;
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this.stopwatch = stopwatch;
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this.Name = name;
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}
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/// <summary>
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/// Cancels this coroutine, causing all subsequent <see cref="Wait"/>s and any code in between to be skipped.
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/// </summary>
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/// <returns>Whether the cancellation was successful, or this coroutine was already cancelled or finished</returns>
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public bool Cancel() {
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if (this.IsFinished || this.WasCanceled)
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return false;
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this.WasCanceled = true;
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this.IsFinished = true;
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this.OnFinished?.Invoke(this);
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return true;
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}
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internal bool Tick(double deltaSeconds) {
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if (!this.WasCanceled) {
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if (this.current.Tick(deltaSeconds))
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this.MoveNext();
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}
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return this.IsFinished;
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}
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internal bool OnEvent(Event evt) {
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if (!this.WasCanceled) {
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if (this.current.OnEvent(evt))
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this.MoveNext();
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}
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return this.IsFinished;
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}
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internal bool MoveNext() {
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this.stopwatch.Restart();
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var result = this.enumerator.MoveNext();
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this.stopwatch.Stop();
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this.TotalMoveNextTime += this.stopwatch.Elapsed;
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if (this.stopwatch.Elapsed > this.MaxMoveNextTime)
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{
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this.MaxMoveNextTime = this.stopwatch.Elapsed;
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}
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this.MoveNextCount++;
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if (!result) {
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this.IsFinished = true;
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this.OnFinished?.Invoke(this);
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return false;
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}
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this.current = this.enumerator.Current;
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return true;
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}
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internal bool IsWaitingForEvent() {
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return this.current.IsWaitingForEvent();
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}
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/// <summary>
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/// A delegate method used by <see cref="ActiveCoroutine.OnFinished"/>.
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/// </summary>
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/// <param name="coroutine">The coroutine that finished</param>
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public delegate void FinishCallback(ActiveCoroutine coroutine);
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}
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}
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