publish the thing

This commit is contained in:
Ellpeck 2019-06-23 01:29:11 +02:00
parent 498b6e35bd
commit a7ee8cdac0
5 changed files with 88 additions and 3 deletions

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.gitignore vendored
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bin
obj
packages
*.user
*.user
*.nupkg

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<Compile Include="WaitEvent.cs" />
<Compile Include="WaitSeconds.cs" />
</ItemGroup>
<ItemGroup>
<Content Include="Coroutine.nuspec" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.

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<?xml version="1.0"?>
<package>
<metadata>
<id>$id$</id>
<version>$version$</version>
<title>$title$</title>
<authors>$author$</authors>
<owners>$author$</owners>
<licenseUrl>https://github.com/Ellpeck/Coroutine/blob/master/LICENSE.md</licenseUrl>
<projectUrl>https://github.com/Ellpeck/Coroutine</projectUrl>
<requireLicenseAcceptance>false</requireLicenseAcceptance>
<description>$description$</description>
<summary>$description$</summary>
<copyright>Copyright 2019</copyright>
<tags>coroutine utility unity</tags>
<releaseNotes>Initial release</releaseNotes>
</metadata>
</package>

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# Coroutine
A simple implementation of Unity's Coroutines to be used for any C# project
# Features
Coroutine adds the ability to run coroutines. Coroutines are methods that run in parallel to the rest of the application through the use of an `Enumerator`. This allows for the coroutine to pause execution using the `yield return` statement.
There are two predefined ways to pause a coroutine:
- Waiting for a certain amount of seconds to have passed
- Waiting for a certain custom event to occur
Additionally, Coroutine provides the following features:
- Creation of custom events to wait for
- Creation of custom wait conditions
- No multi-threading, which allows for any kind of process to be executed in a coroutine, including rendering
# How to Use
## Setting up the CoroutineHandler
The `CoroutineHandler` is the place where coroutines get executed. For this to occur, the `Tick` method needs to be called continuously. This can either be done in your application's existing update loop or as follows:
```cs
var lastTime = DateTime.Now;
while (true) {
var currTime = DateTime.Now;
CoroutineHandler.Tick((currTime - lastTime).TotalSeconds);
lastTime = currTime;
Thread.Sleep(1);
}
```
## Creating a Coroutine
To create a coroutine, simply create a method with the return type `IEnumerator<Wait>`. Then, you can use `yield return` to cause the coroutine to wait at any point:
```cs
private static IEnumerator<Wait> WaitSeconds() {
Console.WriteLine("First thing " + DateTime.Now);
yield return new WaitSeconds(1);
Console.WriteLine("After 1 second " + DateTime.Now);
yield return new WaitSeconds(5);
Console.WriteLine("After 5 seconds " + DateTime.Now);
yield return new WaitSeconds(10);
Console.WriteLine("After 10 seconds " + DateTime.Now);
}
```
## Starting a Coroutine
To start a coroutine, simply call `Start`:
```cs
CoroutineHandler.Start(WaitSeconds());
```
## Using Events
To use an event, an `Event` instance first needs to be created. When not overriding any equality operators, only a single instance of each event should be used.
```cs
private static readonly Event TestEvent = new Event();
```
Waiting for an event in a coroutine works as follows:
```cs
private static IEnumerator<Wait> WaitForTestEvent() {
yield return new WaitEvent(TestEvent);
Console.WriteLine("Test event received");
}
```
To actually cause the event to be raised, causing all currently waiting coroutines to be continued, simply call `RaiseEvent`:
```cs
CoroutineHandler.RaiseEvent(TestEvent);
```

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@ -40,8 +40,6 @@ namespace Test {
}
private static IEnumerator<Wait> WaitForTestEvent() {
yield return new WaitSeconds(5);
Console.WriteLine("Waited 5 seconds before waiting for the event");
yield return new WaitEvent(TestEvent);
Console.WriteLine("Test event received");
}