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70 lines
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2.8 KiB
Markdown
70 lines
No EOL
2.8 KiB
Markdown
# 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. The `Tick` method takes a single parameter which represents the amount of time since the last time it was called. It can either be called 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);
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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 Wait(1);
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Console.WriteLine("After 1 second " + DateTime.Now);
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yield return new Wait(5);
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Console.WriteLine("After 5 seconds " + DateTime.Now);
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yield return new Wait(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 Wait(TestEvent);
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Console.WriteLine("Test event received");
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}
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```
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Of course, having time-based waits and event-based waits in the same coroutine is also supported.
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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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## Additional Examples
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For additional examples, take a look at the [Example class](https://github.com/Ellpeck/Coroutine/blob/master/Example/Example.cs). |