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publish the thing
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5 changed files with 88 additions and 3 deletions
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.gitignore
vendored
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.gitignore
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bin
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obj
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packages
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*.user
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*.user
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*.nupkg
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<Compile Include="WaitEvent.cs" />
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<Compile Include="WaitSeconds.cs" />
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</ItemGroup>
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<ItemGroup>
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<Content Include="Coroutine.nuspec" />
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
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Other similar extension points exist, see Microsoft.Common.targets.
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19
Coroutine/Coroutine.nuspec
Normal file
19
Coroutine/Coroutine.nuspec
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<?xml version="1.0"?>
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<package>
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<metadata>
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<id>$id$</id>
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<version>$version$</version>
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<title>$title$</title>
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<authors>$author$</authors>
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<owners>$author$</owners>
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<licenseUrl>https://github.com/Ellpeck/Coroutine/blob/master/LICENSE.md</licenseUrl>
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<projectUrl>https://github.com/Ellpeck/Coroutine</projectUrl>
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<requireLicenseAcceptance>false</requireLicenseAcceptance>
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<description>$description$</description>
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<summary>$description$</summary>
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<copyright>Copyright 2019</copyright>
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<tags>coroutine utility unity</tags>
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<releaseNotes>Initial release</releaseNotes>
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</metadata>
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</package>
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64
README.md
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README.md
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# Coroutine
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A simple implementation of Unity's Coroutines to be used for any C# project
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# Features
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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.
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There are two predefined ways to pause a coroutine:
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- Waiting for a certain amount of seconds to have passed
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- Waiting for a certain custom event to occur
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Additionally, Coroutine provides the following features:
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- Creation of custom events to wait for
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- Creation of custom wait conditions
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- No multi-threading, which allows for any kind of process to be executed in a coroutine, including rendering
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# How to Use
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## Setting up the CoroutineHandler
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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:
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```cs
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var lastTime = DateTime.Now;
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while (true) {
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var currTime = DateTime.Now;
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CoroutineHandler.Tick((currTime - lastTime).TotalSeconds);
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lastTime = currTime;
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Thread.Sleep(1);
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}
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```
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## Creating a Coroutine
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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:
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```cs
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private static IEnumerator<Wait> WaitSeconds() {
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Console.WriteLine("First thing " + DateTime.Now);
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yield return new WaitSeconds(1);
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Console.WriteLine("After 1 second " + DateTime.Now);
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yield return new WaitSeconds(5);
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Console.WriteLine("After 5 seconds " + DateTime.Now);
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yield return new WaitSeconds(10);
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Console.WriteLine("After 10 seconds " + DateTime.Now);
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}
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```
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## Starting a Coroutine
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To start a coroutine, simply call `Start`:
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```cs
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CoroutineHandler.Start(WaitSeconds());
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```
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## Using Events
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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.
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```cs
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private static readonly Event TestEvent = new Event();
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```
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Waiting for an event in a coroutine works as follows:
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```cs
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private static IEnumerator<Wait> WaitForTestEvent() {
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yield return new WaitEvent(TestEvent);
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Console.WriteLine("Test event received");
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}
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```
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To actually cause the event to be raised, causing all currently waiting coroutines to be continued, simply call `RaiseEvent`:
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```cs
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CoroutineHandler.RaiseEvent(TestEvent);
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```
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@ -40,8 +40,6 @@ namespace Test {
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}
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private static IEnumerator<Wait> WaitForTestEvent() {
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yield return new WaitSeconds(5);
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Console.WriteLine("Waited 5 seconds before waiting for the event");
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yield return new WaitEvent(TestEvent);
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Console.WriteLine("Test event received");
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}
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