Add UniTask.WaitForFixedUpdate
parent
79330d7cdb
commit
4d4466e801
18
README.md
18
README.md
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@ -72,13 +72,14 @@ async UniTask<string> DemoAsync()
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await UniTask.Yield(PlayerLoopTiming.PreLateUpdate);
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// replacement of yield return null
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await UniTask.Yield();
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await UniTask.NextFrame();
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// replacement of WaitForEndOfFrame(same as UniTask.Yield(PlayerLoopTiming.LastPostLateUpdate))
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await UniTask.WaitForEndOfFrame();
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// replacement of yield return new WaitForFixedUpdate
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await UniTask.Yield(PlayerLoopTiming.FixedUpdate);
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// replacement of yield return new WaitForFixedUpdate(same as UniTask.Yield(PlayerLoopTiming.FixedUpdate))
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await UniTask.WaitForFixedUpdate();
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// replacement of yield return WaitUntil
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await UniTask.WaitUntil(() => isActive == false);
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@ -92,9 +93,14 @@ async UniTask<string> DemoAsync()
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// You can await standard task
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await Task.Run(() => 100);
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// Multithreading, run on ThreadPool under this code(use SwitchToMainThread, same as `ObserveOnMainThreadDispatcher`)
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// Multithreading, run on ThreadPool under this code
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await UniTask.SwitchToThreadPool();
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/* work on ThreadPool */
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// return to MainThread(same as `ObserveOnMainThread` in UniRx)
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await UniTask.SwitchToMainThread();
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// get async webrequest
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async UniTask<string> GetTextAsync(UnityWebRequest req)
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{
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@ -334,12 +340,12 @@ public enum PlayerLoopTiming
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It indicates when to run, you can check [PlayerLoopList.md](https://gist.github.com/neuecc/bc3a1cfd4d74501ad057e49efcd7bdae) to Unity's default playerloop and injected UniTask's custom loop.
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`PlayerLoopTiming.Update` is similar as `yield return null` in coroutine, but it is called before Update(Update and uGUI events(button.onClick, etc...) are called on `ScriptRunBehaviourUpdate`, yield return null is called on `ScriptRunDelayedDynamicFrameRate`).
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`PlayerLoopTiming.FixedUpdate` is similar as `WaitForFixedUpdate`, `PlayerLoopTiming.LastPostLateUpdate` is similar as `WaitForEndOfFrame` in coroutine.
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`PlayerLoopTiming.Update` is similar as `yield return null` in coroutine, but it is called before Update(Update and uGUI events(button.onClick, etc...) are called on `ScriptRunBehaviourUpdate`, yield return null is called on `ScriptRunDelayedDynamicFrameRate`). `PlayerLoopTiming.FixedUpdate` is similar as `WaitForFixedUpdate`, `PlayerLoopTiming.LastPostLateUpdate` is similar as `WaitForEndOfFrame` in coroutine.
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`yield return null` and `UniTask.Yield` is similar but different. `yield return null` always return next frame but `UniTask.Yield` return next called, that is, call `UniTask.Yield(PlayerLoopTiming.Update)` on `PreUpdate`, it returns same frame. `UniTask.NextFrame()` gurantees return next frame, this would be expected to behave exactly the same as `yield return null`.
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> UniTask.Yield(without CancellationToken) is a special type, returns `YieldAwaitable` and run on YieldRunner. It is most lightweight and faster.
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AsyncOperation is returned from native timing. For example, await `SceneManager.LoadSceneAsync` is returned from `EarlyUpdate.UpdatePreloading` and after called, loaded scene called from `EarlyUpdate.ScriptRunDelayedStartupFrame`. Also `await UnityWebRequest` is returned from `EarlyUpdate.ExecuteMainThreadJobs`.
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In UniTask, await directly and `WithCancellation` use native timing, `ToUniTask` use specified timing. This is usually not a particular problem, but with `LoadSceneAsync`, causes different order of Start and continuation after await. so recommend not to use `LoadSceneAsync.ToUniTask`.
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@ -44,6 +44,22 @@ namespace Cysharp.Threading.Tasks
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return UniTask.Yield(PlayerLoopTiming.LastPostLateUpdate, cancellationToken);
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}
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/// <summary>
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/// Same as UniTask.Yield(PlayerLoopTiming.FixedUpdate).
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/// </summary>
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public static YieldAwaitable WaitForFixedUpdate()
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{
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return UniTask.Yield(PlayerLoopTiming.FixedUpdate);
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}
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/// <summary>
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/// Same as UniTask.Yield(PlayerLoopTiming.FixedUpdate, cancellationToken).
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/// </summary>
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public static UniTask WaitForFixedUpdate(CancellationToken cancellationToken)
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{
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return UniTask.Yield(PlayerLoopTiming.FixedUpdate, cancellationToken);
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}
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public static UniTask DelayFrame(int delayFrameCount, PlayerLoopTiming delayTiming = PlayerLoopTiming.Update, CancellationToken cancellationToken = default(CancellationToken))
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{
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if (delayFrameCount < 0)
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@ -269,9 +269,9 @@ public class SandboxMain : MonoBehaviour
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Debug.Log("SendWebRequestDone:" + PlayerLoopInfo.CurrentLoopType);
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// var foo = await UnityWebRequest.Get("https://bing.com/").SendWebRequest();
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// foo.downloadHandler.text;
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//
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// var foo = await UnityWebRequest.Get("https://bing.com/").SendWebRequest();
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// foo.downloadHandler.text;
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//
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_ = await UnityWebRequest.Get("https://bing.com/").SendWebRequest().WithCancellation(CancellationToken.None);
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Debug.Log("SendWebRequestWithCancellationDone:" + PlayerLoopInfo.CurrentLoopType);
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}
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@ -358,11 +358,39 @@ public class SandboxMain : MonoBehaviour
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StartCoroutine(CoroutineRun());
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}
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async UniTaskVoid AsyncFixedUpdate()
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{
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while (true)
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{
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await UniTask.WaitForFixedUpdate();
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Debug.Log("Async:" + Time.frameCount + ", " + PlayerLoopInfo.CurrentLoopType);
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}
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}
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IEnumerator CoroutineFixedUpdate()
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{
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while (true)
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{
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yield return new WaitForFixedUpdate();
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Debug.Log("Coroutine:" + Time.frameCount + ", " + PlayerLoopInfo.CurrentLoopType);
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}
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}
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private void FixedUpdate()
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{
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Debug.Log("FixedUpdate:" + Time.frameCount + ", " + PlayerLoopInfo.CurrentLoopType);
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}
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void Start()
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{
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PlayerLoopInfo.Inject();
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_ = AsyncFixedUpdate();
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StartCoroutine(CoroutineFixedUpdate());
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okButton.onClick.AddListener(UniTask.UnityAction(async () =>
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{
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/*
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