new PlayerLoopType detector supports before 2019_4
parent
739bc6e26c
commit
9be6ef7ba6
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@ -16,6 +16,12 @@ using UnityEngine.Experimental.LowLevel;
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using UnityEditor;
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#endif
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#if UNITY_2019_4_OR_NEWER
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using PlayerLoopType = UnityEngine.PlayerLoop;
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#else
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using PlayerLoopType = UnityEngine.Experimental.PlayerLoop;
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#endif
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namespace Cysharp.Threading.Tasks
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{
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public static class UniTaskLoopRunners
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@ -321,51 +327,50 @@ namespace Cysharp.Threading.Tasks
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var copyList = playerLoop.subSystemList.ToArray();
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// Initialization
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var i = FindLoopSystemIndex(copyList, typeof(UnityEngine.PlayerLoop.Initialization));
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var i = FindLoopSystemIndex(copyList, typeof(PlayerLoopType.Initialization));
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copyList[i].subSystemList = InsertRunner(copyList[i], typeof(UniTaskLoopRunners.UniTaskLoopRunnerYieldInitialization), yielders[0] = new ContinuationQueue(PlayerLoopTiming.Initialization),
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typeof(UniTaskLoopRunners.UniTaskLoopRunnerLastYieldInitialization), yielders[1] = new ContinuationQueue(PlayerLoopTiming.LastInitialization),
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typeof(UniTaskLoopRunners.UniTaskLoopRunnerInitialization), runners[0] = new PlayerLoopRunner(PlayerLoopTiming.Initialization),
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typeof(UniTaskLoopRunners.UniTaskLoopRunnerLastInitialization), runners[1] = new PlayerLoopRunner(PlayerLoopTiming.LastInitialization));
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// EarlyUpdate
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i = FindLoopSystemIndex(copyList, typeof(UnityEngine.PlayerLoop.EarlyUpdate));
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i = FindLoopSystemIndex(copyList, typeof(PlayerLoopType.EarlyUpdate));
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copyList[i].subSystemList = InsertRunner(copyList[i], typeof(UniTaskLoopRunners.UniTaskLoopRunnerYieldEarlyUpdate), yielders[2] = new ContinuationQueue(PlayerLoopTiming.EarlyUpdate),
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typeof(UniTaskLoopRunners.UniTaskLoopRunnerLastYieldEarlyUpdate), yielders[3] = new ContinuationQueue(PlayerLoopTiming.LastEarlyUpdate),
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typeof(UniTaskLoopRunners.UniTaskLoopRunnerEarlyUpdate), runners[2] = new PlayerLoopRunner(PlayerLoopTiming.EarlyUpdate),
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typeof(UniTaskLoopRunners.UniTaskLoopRunnerLastEarlyUpdate), runners[3] = new PlayerLoopRunner(PlayerLoopTiming.LastEarlyUpdate));
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// FixedUpdate
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i = FindLoopSystemIndex(copyList, typeof(UnityEngine.PlayerLoop.FixedUpdate));
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i = FindLoopSystemIndex(copyList, typeof(PlayerLoopType.FixedUpdate));
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copyList[i].subSystemList = InsertRunner(copyList[i], typeof(UniTaskLoopRunners.UniTaskLoopRunnerYieldFixedUpdate), yielders[4] = new ContinuationQueue(PlayerLoopTiming.FixedUpdate),
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typeof(UniTaskLoopRunners.UniTaskLoopRunnerLastYieldFixedUpdate), yielders[5] = new ContinuationQueue(PlayerLoopTiming.LastFixedUpdate),
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typeof(UniTaskLoopRunners.UniTaskLoopRunnerFixedUpdate), runners[4] = new PlayerLoopRunner(PlayerLoopTiming.FixedUpdate),
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typeof(UniTaskLoopRunners.UniTaskLoopRunnerLastFixedUpdate), runners[5] = new PlayerLoopRunner(PlayerLoopTiming.LastFixedUpdate));
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// PreUpdate
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i = FindLoopSystemIndex(copyList, typeof(UnityEngine.PlayerLoop.PreUpdate));
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i = FindLoopSystemIndex(copyList, typeof(PlayerLoopType.PreUpdate));
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copyList[i].subSystemList = InsertRunner(copyList[i], typeof(UniTaskLoopRunners.UniTaskLoopRunnerYieldPreUpdate), yielders[6] = new ContinuationQueue(PlayerLoopTiming.PreUpdate),
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typeof(UniTaskLoopRunners.UniTaskLoopRunnerLastYieldPreUpdate), yielders[7] = new ContinuationQueue(PlayerLoopTiming.LastPreUpdate),
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typeof(UniTaskLoopRunners.UniTaskLoopRunnerPreUpdate), runners[6] = new PlayerLoopRunner(PlayerLoopTiming.PreUpdate),
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typeof(UniTaskLoopRunners.UniTaskLoopRunnerLastPreUpdate), runners[7] = new PlayerLoopRunner(PlayerLoopTiming.LastPreUpdate));
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// Update
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i = FindLoopSystemIndex(copyList, typeof(UnityEngine.PlayerLoop.Update));
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i = FindLoopSystemIndex(copyList, typeof(PlayerLoopType.Update));
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copyList[i].subSystemList = InsertRunner(copyList[i], typeof(UniTaskLoopRunners.UniTaskLoopRunnerYieldUpdate), yielders[8] = new ContinuationQueue(PlayerLoopTiming.Update),
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typeof(UniTaskLoopRunners.UniTaskLoopRunnerLastYieldUpdate), yielders[9] = new ContinuationQueue(PlayerLoopTiming.LastUpdate),
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typeof(UniTaskLoopRunners.UniTaskLoopRunnerUpdate), runners[8] = new PlayerLoopRunner(PlayerLoopTiming.Update),
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typeof(UniTaskLoopRunners.UniTaskLoopRunnerLastUpdate), runners[9] = new PlayerLoopRunner(PlayerLoopTiming.LastUpdate));
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// PreLateUpdate
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i = FindLoopSystemIndex(copyList, typeof(UnityEngine.PlayerLoop.PreLateUpdate));
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i = FindLoopSystemIndex(copyList, typeof(PlayerLoopType.PreLateUpdate));
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copyList[i].subSystemList = InsertRunner(copyList[i], typeof(UniTaskLoopRunners.UniTaskLoopRunnerYieldPreLateUpdate), yielders[10] = new ContinuationQueue(PlayerLoopTiming.PreLateUpdate),
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typeof(UniTaskLoopRunners.UniTaskLoopRunnerLastYieldPreLateUpdate), yielders[11] = new ContinuationQueue(PlayerLoopTiming.LastPreLateUpdate),
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typeof(UniTaskLoopRunners.UniTaskLoopRunnerPreLateUpdate), runners[10] = new PlayerLoopRunner(PlayerLoopTiming.PreLateUpdate),
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typeof(UniTaskLoopRunners.UniTaskLoopRunnerLastPreLateUpdate), runners[11] = new PlayerLoopRunner(PlayerLoopTiming.LastPreLateUpdate));
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// PostLateUpdate
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i = FindLoopSystemIndex(copyList, typeof(UnityEngine.PlayerLoop.PostLateUpdate));
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i = FindLoopSystemIndex(copyList, typeof(PlayerLoopType.PostLateUpdate));
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copyList[i].subSystemList = InsertRunner(copyList[i], typeof(UniTaskLoopRunners.UniTaskLoopRunnerYieldPostLateUpdate), yielders[12] = new ContinuationQueue(PlayerLoopTiming.PostLateUpdate),
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typeof(UniTaskLoopRunners.UniTaskLoopRunnerLastYieldPostLateUpdate), yielders[13] = new ContinuationQueue(PlayerLoopTiming.LastPostLateUpdate),
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typeof(UniTaskLoopRunners.UniTaskLoopRunnerPostLateUpdate), runners[12] = new PlayerLoopRunner(PlayerLoopTiming.PostLateUpdate),
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typeof(UniTaskLoopRunners.UniTaskLoopRunnerLastPostLateUpdate), runners[13] = new PlayerLoopRunner(PlayerLoopTiming.LastPostLateUpdate));
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#if UNITY_2020_2_OR_NEWER
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// TimeUpdate
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i = FindLoopSystemIndex(copyList, typeof(UnityEngine.PlayerLoop.TimeUpdate));
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i = FindLoopSystemIndex(copyList, typeof(PlayerLoopType.TimeUpdate));
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copyList[i].subSystemList = InsertRunner(copyList[i], typeof(UniTaskLoopRunners.UniTaskLoopRunnerYieldTimeUpdate), yielders[14] = new ContinuationQueue(PlayerLoopTiming.TimeUpdate),
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typeof(UniTaskLoopRunners.UniTaskLoopRunnerLastYieldTimeUpdate), yielders[15] = new ContinuationQueue(PlayerLoopTiming.LastTimeUpdate),
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typeof(UniTaskLoopRunners.UniTaskLoopRunnerTimeUpdate), runners[14] = new PlayerLoopRunner(PlayerLoopTiming.TimeUpdate),
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@ -373,7 +378,7 @@ namespace Cysharp.Threading.Tasks
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#endif
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// Insert UniTaskSynchronizationContext to Update loop
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i = FindLoopSystemIndex(copyList, typeof(UnityEngine.PlayerLoop.Update));
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i = FindLoopSystemIndex(copyList, typeof(PlayerLoopType.Update));
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copyList[i].subSystemList = InsertUniTaskSynchronizationContext(copyList[i]);
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playerLoop.subSystemList = copyList;
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