TMP_EditorCoroutine.cs 2.5 KB

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  1. using System;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using UnityEditor;
  5. using UnityEngine;
  6. namespace TMPro.EditorUtilities
  7. {
  8. /// <summary>
  9. /// Simple implementation of coroutine working in the Unity Editor.
  10. /// </summary>
  11. public class TMP_EditorCoroutine
  12. {
  13. //private static Dictionary<int, EditorCoroutine> s_ActiveCoroutines;
  14. readonly IEnumerator coroutine;
  15. /// <summary>
  16. /// Constructor
  17. /// </summary>
  18. /// <param name="routine"></param>
  19. TMP_EditorCoroutine(IEnumerator routine)
  20. {
  21. this.coroutine = routine;
  22. }
  23. /// <summary>
  24. /// Starts a new EditorCoroutine.
  25. /// </summary>
  26. /// <param name="newCoroutine">Coroutine</param>
  27. /// <returns>new EditorCoroutine</returns>
  28. public static TMP_EditorCoroutine StartCoroutine(IEnumerator routine)
  29. {
  30. TMP_EditorCoroutine coroutine = new TMP_EditorCoroutine(routine);
  31. coroutine.Start();
  32. // Add coroutine to tracking list
  33. //if (s_ActiveCoroutines == null)
  34. // s_ActiveCoroutines = new Dictionary<int, EditorCoroutine>();
  35. // Add new instance of editor coroutine to dictionary.
  36. //s_ActiveCoroutines.Add(coroutine.GetHashCode(), coroutine);
  37. return coroutine;
  38. }
  39. /// <summary>
  40. /// Clear delegate list
  41. /// </summary>
  42. //public static void StopAllEditorCoroutines()
  43. //{
  44. // EditorApplication.update = null;
  45. //}
  46. /// <summary>
  47. /// Register callback for editor updates
  48. /// </summary>
  49. void Start()
  50. {
  51. EditorApplication.update += EditorUpdate;
  52. }
  53. /// <summary>
  54. /// Unregister callback for editor updates.
  55. /// </summary>
  56. public void Stop()
  57. {
  58. if (EditorApplication.update != null)
  59. EditorApplication.update -= EditorUpdate;
  60. //s_ActiveCoroutines.Remove(this.GetHashCode());
  61. }
  62. /// <summary>
  63. /// Delegate function called on editor updates.
  64. /// </summary>
  65. void EditorUpdate()
  66. {
  67. // Stop editor coroutine if it does not continue.
  68. if (coroutine.MoveNext() == false)
  69. Stop();
  70. // Process the different types of EditorCoroutines.
  71. if (coroutine.Current != null)
  72. {
  73. }
  74. }
  75. }
  76. }