My Project
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Public Member Functions | |
void | DebugLog () |
CoroutineHandle | RunCoroutineOnInstance (IEnumerator< float > coroutine) |
Run a new coroutine on this Timing instance in the Update segment. | |
CoroutineHandle | RunCoroutineOnInstance (IEnumerator< float > coroutine, string tag) |
Run a new coroutine on this Timing instance in the Update segment. | |
CoroutineHandle | RunCoroutineOnInstance (IEnumerator< float > coroutine, Segment segment) |
Run a new coroutine on this Timing instance. | |
CoroutineHandle | RunCoroutineOnInstance (IEnumerator< float > coroutine, Segment segment, string tag) |
Run a new coroutine on this Timing instance. | |
int | KillCoroutinesOnInstance () |
This will kill all coroutines running on the current MEC instance and reset the context. NOTE: If you call this function from within a running coroutine then you MUST end the current coroutine. If the running coroutine has more work to do you may run a new "part 2" coroutine function to complete the task before ending the current one. | |
int | KillCoroutinesOnInstance (CoroutineHandle handle) |
Kills the instance of the coroutine handle on this Timing instance if it exists. | |
int | KillCoroutinesOnInstance (string tag) |
Kills all coroutines that have the given tag. | |
int | PauseCoroutinesOnInstance () |
This will pause all coroutines running on this MEC instance until ResumeCoroutinesOnInstance is called. | |
int | PauseCoroutinesOnInstance (CoroutineHandle handle) |
This will pause any matching coroutines running on this MEC instance until ResumeCoroutinesOnInstance is called. | |
int | PauseCoroutinesOnInstance (string tag) |
This will pause any matching coroutines running on this MEC instance until ResumeCoroutinesOnInstance is called. | |
int | ResumeCoroutinesOnInstance () |
This resumes all coroutines on this MEC instance if they are currently paused, otherwise it has no effect. | |
int | ResumeCoroutinesOnInstance (CoroutineHandle handle) |
This will resume any matching coroutines running on this MEC instance. | |
int | ResumeCoroutinesOnInstance (string tag) |
This resumes any matching coroutines on this MEC instance if they are currently paused, otherwise it has no effect. | |
float | WaitForSecondsOnInstance (float waitTime) |
Use "yield return timingInstance.WaitForSecondsOnInstance(time);" to wait for the specified number of seconds. | |
bool | LockCoroutine (CoroutineHandle coroutine, CoroutineHandle key) |
Keeps this coroutine from executing until UnlockCoroutine is called with a matching key. | |
bool | UnlockCoroutine (CoroutineHandle coroutine, CoroutineHandle key) |
Unlocks a coroutine that has been locked, so long as the key matches. | |
CoroutineHandle | CallDelayedOnInstance (float delay, System.Action action) |
Calls the specified action after a specified number of seconds. | |
CoroutineHandle | CallDelayedOnInstance (float delay, System.Action action, GameObject cancelWith) |
Calls the specified action after a specified number of seconds. | |
CoroutineHandle | CallDelayedOnInstance (float delay, Segment segment, System.Action action) |
Calls the specified action after a specified number of seconds. | |
CoroutineHandle | CallDelayedOnInstance (float delay, Segment segment, System.Action action, GameObject gameObject) |
Calls the specified action after a specified number of seconds. | |
CoroutineHandle | CallPeriodicallyOnInstance (float timeframe, float period, System.Action action, System.Action onDone=null) |
Calls the supplied action at the given rate for a given number of seconds. | |
CoroutineHandle | CallPeriodicallyOnInstance (float timeframe, float period, System.Action action, Segment segment, System.Action onDone=null) |
Calls the supplied action at the given rate for a given number of seconds. | |
CoroutineHandle | CallContinuouslyOnInstance (float timeframe, System.Action action, System.Action onDone=null) |
Calls the supplied action at the given rate for a given number of seconds. | |
CoroutineHandle | CallContinuouslyOnInstance (float timeframe, System.Action action, Segment timing, System.Action onDone=null) |
Calls the supplied action every frame for a given number of seconds. | |
CoroutineHandle | CallPeriodicallyOnInstance< T > (T reference, float timeframe, float period, System.Action< T > action, System.Action< T > onDone=null) |
Calls the supplied action at the given rate for a given number of seconds. | |
CoroutineHandle | CallPeriodicallyOnInstance< T > (T reference, float timeframe, float period, System.Action< T > action, Segment timing, System.Action< T > onDone=null) |
Calls the supplied action at the given rate for a given number of seconds. | |
CoroutineHandle | CallContinuouslyOnInstance< T > (T reference, float timeframe, System.Action< T > action, System.Action< T > onDone=null) |
Calls the supplied action every frame for a given number of seconds. | |
CoroutineHandle | CallContinuouslyOnInstance< T > (T reference, float timeframe, System.Action< T > action, Segment timing, System.Action< T > onDone=null) |
Calls the supplied action every frame for a given number of seconds. | |
new Coroutine | StartCoroutine (System.Collections.IEnumerator routine) |
new Coroutine | StartCoroutine (string methodName, object value) |
new Coroutine | StartCoroutine (string methodName) |
new Coroutine | StartCoroutine_Auto (System.Collections.IEnumerator routine) |
new void | StopCoroutine (string methodName) |
new void | StopCoroutine (System.Collections.IEnumerator routine) |
new void | StopCoroutine (Coroutine routine) |
new void | StopAllCoroutines () |
Static Public Member Functions | |
static CoroutineHandle | RunCoroutine (IEnumerator< float > coroutine) |
Run a new coroutine in the Update segment. | |
static CoroutineHandle | RunCoroutine (IEnumerator< float > coroutine, string tag) |
Run a new coroutine in the Update segment. | |
static CoroutineHandle | RunCoroutine (IEnumerator< float > coroutine, Segment segment) |
Run a new coroutine. | |
static CoroutineHandle | RunCoroutine (IEnumerator< float > coroutine, Segment segment, string tag) |
Run a new coroutine. | |
static int | KillCoroutines () |
This will kill all coroutines running on the main MEC instance and reset the context. NOTE: If you call this function from within a running coroutine then you MUST end the current coroutine. If the running coroutine has more work to do you may run a new "part 2" coroutine function to complete the task before ending the current one. | |
static int | KillCoroutines (CoroutineHandle handle) |
Kills the instances of the coroutine handle if it exists. | |
static int | KillCoroutines (string tag) |
Kills all coroutines that have the given tag. | |
static int | PauseCoroutines () |
This will pause all coroutines running on the current MEC instance until ResumeCoroutines is called. | |
static int | PauseCoroutines (CoroutineHandle handle) |
This will pause any matching coroutines until ResumeCoroutines is called. | |
static int | PauseCoroutines (string tag) |
This will pause any matching coroutines running on the current MEC instance until ResumeCoroutines is called. | |
static int | ResumeCoroutines () |
This resumes all coroutines on the current MEC instance if they are currently paused, otherwise it has no effect. | |
static int | ResumeCoroutines (CoroutineHandle handle) |
This will resume any matching coroutines. | |
static int | ResumeCoroutines (string tag) |
This resumes any matching coroutines on the current MEC instance if they are currently paused, otherwise it has no effect. | |
static Timing | GetInstance (byte ID) |
Retrieves the MEC manager that corresponds to the supplied instance id. | |
static float | WaitForSeconds (float waitTime) |
Use "yield return Timing.WaitForSeconds(time);" to wait for the specified number of seconds. | |
static float | WaitUntilDone (CoroutineHandle otherCoroutine) |
Use the command "yield return Timing.WaitUntilDone(otherCoroutine);" to pause the current coroutine until otherCoroutine is done. | |
static float | WaitUntilDone (CoroutineHandle otherCoroutine, bool warnOnIssue) |
Use the command "yield return Timing.WaitUntilDone(otherCoroutine, false);" to pause the current coroutine until otherCoroutine is done, supressing warnings. | |
static float | WaitUntilDone (WWW wwwObject) |
Use the command "yield return Timing.WaitUntilDone(wwwObject);" to pause the current coroutine until the wwwObject is done. | |
static float | WaitUntilDone (AsyncOperation operation) |
Use the command "yield return Timing.WaitUntilDone(operation);" to pause the current coroutine until the operation is done. | |
static float | WaitUntilDone (CustomYieldInstruction operation) |
Use the command "yield return Timing.WaitUntilDone(operation);" to pause the current coroutine until the operation is done. | |
static CoroutineHandle | CallDelayed (float delay, System.Action action) |
Calls the specified action after a specified number of seconds. | |
static CoroutineHandle | CallDelayed (float delay, System.Action action, GameObject cancelWith) |
Calls the specified action after a specified number of seconds. | |
static CoroutineHandle | CallDelayed (float delay, Segment segment, System.Action action) |
Calls the specified action after a specified number of seconds. | |
static CoroutineHandle | CallDelayed (float delay, Segment segment, System.Action action, GameObject gameObject) |
Calls the specified action after a specified number of seconds. | |
static CoroutineHandle | CallPeriodically (float timeframe, float period, System.Action action, System.Action onDone=null) |
Calls the supplied action at the given rate for a given number of seconds. | |
static CoroutineHandle | CallPeriodically (float timeframe, float period, System.Action action, Segment segment, System.Action onDone=null) |
Calls the supplied action at the given rate for a given number of seconds. | |
static CoroutineHandle | CallContinuously (float timeframe, System.Action action, System.Action onDone=null) |
Calls the supplied action at the given rate for a given number of seconds. | |
static CoroutineHandle | CallContinuously (float timeframe, System.Action action, Segment timing, System.Action onDone=null) |
Calls the supplied action every frame for a given number of seconds. | |
static CoroutineHandle | CallPeriodically< T > (T reference, float timeframe, float period, System.Action< T > action, System.Action< T > onDone=null) |
Calls the supplied action at the given rate for a given number of seconds. | |
static CoroutineHandle | CallPeriodically< T > (T reference, float timeframe, float period, System.Action< T > action, Segment timing, System.Action< T > onDone=null) |
Calls the supplied action at the given rate for a given number of seconds. | |
static CoroutineHandle | CallContinuously< T > (T reference, float timeframe, System.Action< T > action, System.Action< T > onDone=null) |
Calls the supplied action every frame for a given number of seconds. | |
static CoroutineHandle | CallContinuously< T > (T reference, float timeframe, System.Action< T > action, Segment timing, System.Action< T > onDone=null) |
Calls the supplied action every frame for a given number of seconds. | |
static new void | Destroy (Object obj) |
static new void | Destroy (Object obj, float f) |
static new void | DestroyObject (Object obj) |
static new void | DestroyObject (Object obj, float f) |
static new void | DestroyImmediate (Object obj) |
static new void | DestroyImmediate (Object obj, bool b) |
static new void | Instantiate (Object obj) |
static new void | Instantiate (Object original, Vector3 position, Quaternion rotation) |
static new void | Instantiate< T > (T original) |
static new T | FindObjectOfType< T > () |
static new Object | FindObjectOfType (System.Type t) |
static new T[] | FindObjectsOfType< T > () |
static new Object[] | FindObjectsOfType (System.Type t) |
static new void | print (object message) |
Public Attributes | |
float | TimeBetweenSlowUpdateCalls = 1f / 7f |
The time between calls to SlowUpdate. | |
DebugInfoType | ProfilerDebugAmount |
The amount that each coroutine should be seperated inside the Unity profiler. NOTE: When the profiler window is not open this value is ignored and all coroutines behave as if "None" is selected. | |
int | UpdateCoroutines |
The number of coroutines that are being run in the Update segment. | |
int | FixedUpdateCoroutines |
The number of coroutines that are being run in the FixedUpdate segment. | |
int | LateUpdateCoroutines |
The number of coroutines that are being run in the LateUpdate segment. | |
int | SlowUpdateCoroutines |
The number of coroutines that are being run in the SlowUpdate segment. | |
float | localTime |
The time in seconds that the current segment has been running. | |
float | deltaTime |
The amount of time in fractional seconds that elapsed between this frame and the last frame. | |
Static Public Attributes | |
static System.Func< IEnumerator< float >, CoroutineHandle, IEnumerator< float > > | ReplacementFunction |
Used for advanced coroutine control. | |
const float | WaitForOneFrame = float.NegativeInfinity |
You can use "yield return Timing.WaitForOneFrame;" inside a coroutine function to go to the next frame. | |
Properties | |
static float | LocalTime [get] |
The time in seconds that the current segment has been running. | |
static float | DeltaTime [get] |
The amount of time in fractional seconds that elapsed between this frame and the last frame. | |
static System.Threading.Thread | MainThread [get] |
The main thread that (almost) everything in unity runs in. | |
static CoroutineHandle | CurrentCoroutine [get] |
The handle of the current coroutine that is running. | |
CoroutineHandle | currentCoroutine [get] |
The handle of the current coroutine that is running. | |
static Timing | Instance [get, set] |
Events | |
static System.Action | OnPreExecute |
This event fires just before each segment is run. | |
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inlinestatic |
Calls the supplied action every frame for a given number of seconds.
timeframe | The number of seconds that this function should run. |
action | The action to call every frame. |
timing | The timing segment to run in. |
onDone | An optional action to call when this function finishes. |
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inlinestatic |
Calls the supplied action at the given rate for a given number of seconds.
timeframe | The number of seconds that this function should run. |
action | The action to call every frame. |
onDone | An optional action to call when this function finishes. |
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inlinestatic |
Calls the supplied action every frame for a given number of seconds.
reference | A value that will be passed in to the supplied action each frame. |
timeframe | The number of seconds that this function should run. |
action | The action to call every frame. |
timing | The timing segment to run in. |
onDone | An optional action to call when this function finishes. |
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inlinestatic |
Calls the supplied action every frame for a given number of seconds.
reference | A value that will be passed in to the supplied action each frame. |
timeframe | The number of seconds that this function should run. |
action | The action to call every frame. |
onDone | An optional action to call when this function finishes. |
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inline |
Calls the supplied action every frame for a given number of seconds.
timeframe | The number of seconds that this function should run. |
action | The action to call every frame. |
timing | The timing segment to run in. |
onDone | An optional action to call when this function finishes. |
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inline |
Calls the supplied action at the given rate for a given number of seconds.
timeframe | The number of seconds that this function should run. |
action | The action to call every frame. |
onDone | An optional action to call when this function finishes. |
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inline |
Calls the supplied action every frame for a given number of seconds.
reference | A value that will be passed in to the supplied action each frame. |
timeframe | The number of seconds that this function should run. |
action | The action to call every frame. |
timing | The timing segment to run in. |
onDone | An optional action to call when this function finishes. |
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inline |
Calls the supplied action every frame for a given number of seconds.
reference | A value that will be passed in to the supplied action each frame. |
timeframe | The number of seconds that this function should run. |
action | The action to call every frame. |
onDone | An optional action to call when this function finishes. |
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inlinestatic |
Calls the specified action after a specified number of seconds.
delay | The number of seconds to wait before calling the action. |
action | The action to call. |
segment | The timing segment that the call should be made in. |
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inlinestatic |
Calls the specified action after a specified number of seconds.
delay | The number of seconds to wait before calling the action. |
action | The action to call. |
gameObject | A GameObject that will be checked to make sure it hasn't been destroyed before calling the action. |
segment | The timing segment that the call should be made in. |
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inlinestatic |
Calls the specified action after a specified number of seconds.
delay | The number of seconds to wait before calling the action. |
action | The action to call. |
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inlinestatic |
Calls the specified action after a specified number of seconds.
delay | The number of seconds to wait before calling the action. |
action | The action to call. |
cancelWith | A GameObject that will be checked to make sure it hasn't been destroyed before calling the action. |
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inline |
Calls the specified action after a specified number of seconds.
delay | The number of seconds to wait before calling the action. |
action | The action to call. |
segment | The timing segment that the call should be made in. |
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inline |
Calls the specified action after a specified number of seconds.
delay | The number of seconds to wait before calling the action. |
action | The action to call. |
gameObject | A GameObject that will be tagged onto the coroutine and checked to make sure it hasn't been destroyed before calling the action. |
segment | The timing segment that the call should be made in. |
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inline |
Calls the specified action after a specified number of seconds.
delay | The number of seconds to wait before calling the action. |
action | The action to call. |
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inline |
Calls the specified action after a specified number of seconds.
delay | The number of seconds to wait before calling the action. |
action | The action to call. |
cancelWith | A GameObject that will be checked to make sure it hasn't been destroyed before calling the action. |
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inlinestatic |
Calls the supplied action at the given rate for a given number of seconds.
timeframe | The number of seconds that this function should run. |
period | The amount of time between calls. |
action | The action to call every frame. |
segment | The timing segment to run in. |
onDone | An optional action to call when this function finishes. |
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inlinestatic |
Calls the supplied action at the given rate for a given number of seconds.
timeframe | The number of seconds that this function should run. |
period | The amount of time between calls. |
action | The action to call every frame. |
onDone | An optional action to call when this function finishes. |
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inlinestatic |
Calls the supplied action at the given rate for a given number of seconds.
reference | A value that will be passed in to the supplied action each period. |
timeframe | The number of seconds that this function should run. |
period | The amount of time between calls. |
action | The action to call every frame. |
timing | The timing segment to run in. |
onDone | An optional action to call when this function finishes. |
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inlinestatic |
Calls the supplied action at the given rate for a given number of seconds.
reference | A value that will be passed in to the supplied action each period. |
timeframe | The number of seconds that this function should run. |
period | The amount of time between calls. |
action | The action to call every frame. |
onDone | An optional action to call when this function finishes. |
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inline |
Calls the supplied action at the given rate for a given number of seconds.
timeframe | The number of seconds that this function should run. |
period | The amount of time between calls. |
action | The action to call every frame. |
segment | The timing segment to run in. |
onDone | An optional action to call when this function finishes. |
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inline |
Calls the supplied action at the given rate for a given number of seconds.
timeframe | The number of seconds that this function should run. |
period | The amount of time between calls. |
action | The action to call every frame. |
onDone | An optional action to call when this function finishes. |
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inline |
Calls the supplied action at the given rate for a given number of seconds.
reference | A value that will be passed in to the supplied action each period. |
timeframe | The number of seconds that this function should run. |
period | The amount of time between calls. |
action | The action to call every frame. |
timing | The timing segment to run in. |
onDone | An optional action to call when this function finishes. |
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inline |
Calls the supplied action at the given rate for a given number of seconds.
reference | A value that will be passed in to the supplied action each period. |
timeframe | The number of seconds that this function should run. |
period | The amount of time between calls. |
action | The action to call every frame. |
onDone | An optional action to call when this function finishes. |
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inlinestatic |
T | : | Object |
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inlinestatic |
T | : | Object |
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inlinestatic |
Retrieves the MEC manager that corresponds to the supplied instance id.
ID | The instance ID. |
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inlinestatic |
T | : | Object |
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inlinestatic |
This will kill all coroutines running on the main MEC instance and reset the context. NOTE: If you call this function from within a running coroutine then you MUST end the current coroutine. If the running coroutine has more work to do you may run a new "part 2" coroutine function to complete the task before ending the current one.
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inlinestatic |
Kills the instances of the coroutine handle if it exists.
handle | The handle of the coroutine to kill. |
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inlinestatic |
Kills all coroutines that have the given tag.
tag | All coroutines with this tag will be killed. |
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inline |
This will kill all coroutines running on the current MEC instance and reset the context. NOTE: If you call this function from within a running coroutine then you MUST end the current coroutine. If the running coroutine has more work to do you may run a new "part 2" coroutine function to complete the task before ending the current one.
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inline |
Kills the instance of the coroutine handle on this Timing instance if it exists.
handle | The handle of the coroutine to kill. |
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inline |
Kills all coroutines that have the given tag.
tag | All coroutines with this tag will be killed. |
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inline |
Keeps this coroutine from executing until UnlockCoroutine is called with a matching key.
coroutine | The handle to the coroutine to be locked. |
key | The key to use. A new key can be generated by calling "new CoroutineHandle(0)". |
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inlinestatic |
This will pause all coroutines running on the current MEC instance until ResumeCoroutines is called.
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inlinestatic |
This will pause any matching coroutines until ResumeCoroutines is called.
handle | The handle of the coroutine to pause. |
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inlinestatic |
This will pause any matching coroutines running on the current MEC instance until ResumeCoroutines is called.
tag | Any coroutines with a matching tag will be paused. |
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inline |
This will pause all coroutines running on this MEC instance until ResumeCoroutinesOnInstance is called.
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inline |
This will pause any matching coroutines running on this MEC instance until ResumeCoroutinesOnInstance is called.
handle | The handle of the coroutine to pause. |
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inline |
This will pause any matching coroutines running on this MEC instance until ResumeCoroutinesOnInstance is called.
tag | Any coroutines with a matching tag will be paused. |
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inlinestatic |
This resumes all coroutines on the current MEC instance if they are currently paused, otherwise it has no effect.
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inlinestatic |
This will resume any matching coroutines.
handle | The handle of the coroutine to resume. |
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inlinestatic |
This resumes any matching coroutines on the current MEC instance if they are currently paused, otherwise it has no effect.
tag | Any coroutines previously paused with a matching tag will be resumend. |
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inline |
This resumes all coroutines on this MEC instance if they are currently paused, otherwise it has no effect.
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inline |
This will resume any matching coroutines running on this MEC instance.
handle | The handle of the coroutine to resume. |
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inline |
This resumes any matching coroutines on this MEC instance if they are currently paused, otherwise it has no effect.
tag | Any coroutines previously paused with a matching tag will be resumend. |
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inlinestatic |
Run a new coroutine in the Update segment.
coroutine | The new coroutine's handle. |
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inlinestatic |
Run a new coroutine.
coroutine | The new coroutine's handle. |
segment | The segment that the coroutine should run in. |
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inlinestatic |
Run a new coroutine.
coroutine | The new coroutine's handle. |
segment | The segment that the coroutine should run in. |
tag | An optional tag to attach to the coroutine which can later be used for Kill operations. |
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inlinestatic |
Run a new coroutine in the Update segment.
coroutine | The new coroutine's handle. |
tag | An optional tag to attach to the coroutine which can later be used for Kill operations. |
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inline |
Run a new coroutine on this Timing instance in the Update segment.
coroutine | The new coroutine's handle. |
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inline |
Run a new coroutine on this Timing instance.
coroutine | The new coroutine's handle. |
segment | The segment that the coroutine should run in. |
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inline |
Run a new coroutine on this Timing instance.
coroutine | The new coroutine's handle. |
segment | The segment that the coroutine should run in. |
tag | An optional tag to attach to the coroutine which can later be used for Kill operations. |
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inline |
Run a new coroutine on this Timing instance in the Update segment.
coroutine | The new coroutine's handle. |
tag | An optional tag to attach to the coroutine which can later be used for Kill operations. |
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inline |
Unlocks a coroutine that has been locked, so long as the key matches.
coroutine | The handle to the coroutine to be unlocked. |
key | The key that the coroutine was previously locked with. |
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inlinestatic |
Use "yield return Timing.WaitForSeconds(time);" to wait for the specified number of seconds.
waitTime | Number of seconds to wait. |
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inline |
Use "yield return timingInstance.WaitForSecondsOnInstance(time);" to wait for the specified number of seconds.
waitTime | Number of seconds to wait. |
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inlinestatic |
Use the command "yield return Timing.WaitUntilDone(operation);" to pause the current coroutine until the operation is done.
operation | The operation variable returned. |
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inlinestatic |
Use the command "yield return Timing.WaitUntilDone(otherCoroutine);" to pause the current coroutine until otherCoroutine is done.
otherCoroutine | The coroutine to pause for. |
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inlinestatic |
Use the command "yield return Timing.WaitUntilDone(otherCoroutine, false);" to pause the current coroutine until otherCoroutine is done, supressing warnings.
otherCoroutine | The coroutine to pause for. |
warnOnIssue | Post a warning to the console if no hold action was actually performed. |
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inlinestatic |
Use the command "yield return Timing.WaitUntilDone(operation);" to pause the current coroutine until the operation is done.
operation | The operation variable returned. |
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inlinestatic |
Use the command "yield return Timing.WaitUntilDone(wwwObject);" to pause the current coroutine until the wwwObject is done.
wwwObject | The www object to pause for. |