/// TaskManager.cs
///
/// This is a convenient coroutine API for Unity.
///
/// Example usage:
/// IEnumerator MyAwesomeTask()
/// {
/// while(true) {
/// // ...
/// yield return null;
//// }
/// }
///
/// IEnumerator TaskKiller(float delay, Task t)
/// {
/// yield return new WaitForSeconds(delay);
/// t.Stop();
/// }
///
/// // From anywhere
/// Task my_task = new Task(MyAwesomeTask());
/// new Task(TaskKiller(5, my_task));
///
/// The code above will schedule MyAwesomeTask() and keep it running
/// concurrently until either it terminates on its own, or 5 seconds elapses
/// and triggers the TaskKiller Task that was created.
///
/// Note that to facilitate this API's behavior, a "TaskManager" GameObject is
/// created lazily on first use of the Task API and placed in the scene root
/// with the internal TaskManager component attached. All coroutine dispatch
/// for Tasks is done through this component.
using UnityEngine;
using System.Collections;
/// A Task object represents a coroutine. Tasks can be started, paused, and stopped.
/// It is an error to attempt to start a task that has been stopped or which has
/// naturally terminated.
public class Task
{
/// Returns true if and only if the coroutine is running. Paused tasks
/// are considered to be running.
public bool Running {
get {
return task.Running;
}
}
/// Returns true if and only if the coroutine is currently paused.
public bool Paused {
get {
return task.Paused;
}
}
/// Delegate for termination subscribers. manual is true if and only if
/// the coroutine was stopped with an explicit call to Stop().
public delegate void FinishedHandler(bool manual);
/// Termination event. Triggered when the coroutine completes execution.
public event FinishedHandler Finished;
/// Creates a new Task object for the given coroutine.
///
/// If autoStart is true (default) the task is automatically started
/// upon construction.
public Task(IEnumerator c, bool autoStart = true)
{
task = TaskManager.CreateTask(c);
task.Finished += TaskFinished;
if(autoStart)
Start();
}
/// Begins execution of the coroutine
public void Start()
{
task.Start();
}
/// Discontinues execution of the coroutine at its next yield.
public void Stop()
{
task.Stop();
}
public void Pause()
{
task.Pause();
}
public void Unpause()
{
task.Unpause();
}
void TaskFinished(bool manual)
{
FinishedHandler handler = Finished;
if(handler != null)
handler(manual);
}
TaskManager.TaskState task;
}
class TaskManager : MonoBehaviour
{
public class TaskState
{
public bool Running {
get {
return running;
}
}
public bool Paused {
get {
return paused;
}
}
public delegate void FinishedHandler(bool manual);
public event FinishedHandler Finished;
IEnumerator coroutine;
bool running;
bool paused;
bool stopped;
public TaskState(IEnumerator c)
{
coroutine = c;
}
public void Pause()
{
paused = true;
}
public void Unpause()
{
paused = false;
}
public void Start()
{
running = true;
singleton.StartCoroutine(CallWrapper());
}
public void Stop()
{
stopped = true;
running = false;
}
IEnumerator CallWrapper()
{
yield return null;
IEnumerator e = coroutine;
while(running) {
if(paused)
yield return null;
else {
if(e != null && e.MoveNext()) {
yield return e.Current;
}
else {
running = false;
}
}
}
FinishedHandler handler = Finished;
if(handler != null)
handler(stopped);
}
}
static TaskManager singleton;
public static TaskState CreateTask(IEnumerator coroutine)
{
if(singleton == null) {
GameObject go = new GameObject("TaskManager");
singleton = go.AddComponent