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CoroutineRunner.cs
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CoroutineRunner.cs
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// Copyright (c) Microsoft Corporation. All rights reserved.
// Licensed under the MIT license.
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
namespace Microsoft.Unity
{
/// <summary>
/// A helper class for running Unity Coroutines without having to inherit from <see cref="MonoBehaviour"/>.
/// </summary>
public class CoroutineRunner : MonoBehaviour
{
#region Member Variables
static private CoroutineRunner instance;
#endregion // Member Variables
#region Internal Methods
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
static private void Initialize()
{
if (instance == null)
{
instance = new GameObject(nameof(CoroutineRunner)).AddComponent<CoroutineRunner>();
DontDestroyOnLoad(instance.gameObject);
}
}
#endregion // Internal Methods
#region Public Methods
/// <summary>
/// Starts the coroutine stored in <paramref name="routine"/>.
/// </summary>
/// <param name="routine">
/// The function to start.
/// </param>
new static public void StartCoroutine(IEnumerator routine)
{
// Validate
if (routine == null) throw new ArgumentNullException(nameof(routine));
// Pass to MonoBehaviour
((MonoBehaviour)instance).StartCoroutine(routine);
}
/// <summary>
/// Stops the coroutine stored in <paramref name="routine"/>.
/// </summary>
/// <param name="routine">
/// The function to stop.
/// </param>
new static public void StopCoroutine(IEnumerator routine)
{
// Validate
if (routine == null) throw new ArgumentNullException(nameof(routine));
// Pass to MonoBehaviour
((MonoBehaviour)instance).StopCoroutine(routine);
}
#endregion // Public Methods
}
}