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Mausham
2025-12-26 17:56:05 -08:00
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/*
* Derived from Unity package
* https://docs.unity3d.com/Packages/com.unity.editorcoroutines@0.0/api/Unity.EditorCoroutines.Editor.html
*/
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
//namespace Unity.EditorCoroutines.Editor
namespace Meryel.UnityCodeAssist.Editor.EditorCoroutines
{
/// <summary>
/// A handle to an EditorCoroutine, can be passed to <see cref="EditorCoroutineUtility">EditorCoroutineUtility</see> methods to control lifetime.
/// </summary>
public class EditorCoroutine
{
private struct YieldProcessor
{
enum DataType : byte
{
None = 0,
WaitForSeconds = 1,
EditorCoroutine = 2,
AsyncOP = 3,
}
struct ProcessorData
{
public DataType type;
public double targetTime;
public object current;
}
ProcessorData data;
public void Set(object yield)
{
if (yield == data.current)
return;
var type = yield.GetType();
var dataType = DataType.None;
double targetTime = -1;
if(type == typeof(EditorWaitForSeconds))
{
targetTime = EditorApplication.timeSinceStartup + (yield as EditorWaitForSeconds).WaitTime;
dataType = DataType.WaitForSeconds;
}
else if(type == typeof(EditorCoroutine))
{
dataType = DataType.EditorCoroutine;
}
else if(type == typeof(AsyncOperation) || type.IsSubclassOf(typeof(AsyncOperation)))
{
dataType = DataType.AsyncOP;
}
data = new ProcessorData { current = yield, targetTime = targetTime, type = dataType };
}
public bool MoveNext(IEnumerator enumerator)
{
var advance = data.type switch
{
DataType.WaitForSeconds => data.targetTime <= EditorApplication.timeSinceStartup,
DataType.EditorCoroutine => (data.current as EditorCoroutine).m_IsDone,
DataType.AsyncOP => (data.current as AsyncOperation).isDone,
_ => data.current == enumerator.Current,//a IEnumerator or a plain object was passed to the implementation
};
if (advance)
{
data = default;// (ProcessorData);
return enumerator.MoveNext();
}
return true;
}
}
internal WeakReference m_Owner;
IEnumerator m_Routine;
YieldProcessor m_Processor;
bool m_IsDone;
internal EditorCoroutine(IEnumerator routine)
{
m_Owner = null;
m_Routine = routine;
EditorApplication.update += MoveNext;
}
internal EditorCoroutine(IEnumerator routine, object owner)
{
m_Processor = new YieldProcessor();
m_Owner = new WeakReference(owner);
m_Routine = routine;
EditorApplication.update += MoveNext;
}
internal void MoveNext()
{
if (m_Owner != null && !m_Owner.IsAlive)
{
EditorApplication.update -= MoveNext;
return;
}
bool done = ProcessIEnumeratorRecursive(m_Routine);
m_IsDone = !done;
if (m_IsDone)
EditorApplication.update -= MoveNext;
}
static readonly Stack<IEnumerator> kIEnumeratorProcessingStack = new Stack<IEnumerator>(32);
private bool ProcessIEnumeratorRecursive(IEnumerator enumerator)
{
var root = enumerator;
while(enumerator.Current as IEnumerator != null)
{
kIEnumeratorProcessingStack.Push(enumerator);
enumerator = enumerator.Current as IEnumerator;
}
//process leaf
m_Processor.Set(enumerator.Current);
var result = m_Processor.MoveNext(enumerator);
while (kIEnumeratorProcessingStack.Count > 1)
{
if (!result)
{
result = kIEnumeratorProcessingStack.Pop().MoveNext();
}
else
kIEnumeratorProcessingStack.Clear();
}
if (kIEnumeratorProcessingStack.Count > 0 && !result && root == kIEnumeratorProcessingStack.Pop())
{
result = root.MoveNext();
}
return result;
}
internal void Stop()
{
m_Owner = null;
m_Routine = null;
EditorApplication.update -= MoveNext;
}
}
}

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/*
* Derived from Unity package
* https://docs.unity3d.com/Packages/com.unity.editorcoroutines@0.0/api/Unity.EditorCoroutines.Editor.html
*/
using System.Collections;
using UnityEngine;
//namespace Unity.EditorCoroutines.Editor
namespace Meryel.UnityCodeAssist.Editor.EditorCoroutines
{
public static class EditorCoroutineUtility
{
/// <summary>
/// Starts an <see cref ="EditorCoroutine">EditorCoroutine</see> with the specified owner object.
/// If the garbage collector collects the owner object, while the resulting coroutine is still executing, the coroutine will stop running.
/// <code>
/// using System.Collections;
/// using Unity.EditorCoroutines.Editor;
/// using UnityEditor;
///
/// public class ExampleWindow : EditorWindow
/// {
/// int m_Updates = 0;
/// void OnEnable()
/// {
/// EditorCoroutineUtility.StartCoroutine(CountEditorUpdates(), this);
/// }
///
/// IEnumerator CountEditorUpdates()
/// {
/// while (true)
/// {
/// ++m_Updates;
/// yield return null;
/// }
/// }
/// }
/// </code>
/// </summary>
/// <param name="routine"> IEnumerator to iterate over. </param>
/// <param name="owner">Object owning the coroutine. </param>
/// <remarks>
/// Only types that don't inherit from <see cref="UnityEngine.Object">UnityEngine.Object</see> will get collected the next time the GC runs instead of getting null-ed immediately.
/// </remarks>
/// <returns>A handle to an <see cref="EditorCoroutine">EditorCoroutine</see>.</returns>
public static EditorCoroutine StartCoroutine(IEnumerator routine, object owner)
{
return new EditorCoroutine(routine, owner);
}
/// <summary>
/// This method starts an <see cref="EditorCoroutine">EditorCoroutine</see> without an owning object. The <see cref="EditorCoroutine">EditorCoroutine</see> runs until it completes or is canceled using <see cref="StopCoroutine(EditorCoroutine)">StopCoroutine</see>.
/// <code>
/// using System.Collections;
/// using Unity.EditorCoroutines.Editor;
/// using UnityEditor;
/// using UnityEngine;
///
/// public class ExampleWindow : EditorWindow
/// {
/// void OnEnable()
/// {
/// EditorCoroutineUtility.StartCoroutineOwnerless(LogTimeSinceStartup());
/// }
///
/// IEnumerator LogTimeSinceStartup()
/// {
/// while (true)
/// {
/// Debug.LogFormat("Time since startup: {0} s", Time.realtimeSinceStartup);
/// yield return null;
/// }
/// }
/// }
/// </code>
/// </summary>
/// <param name="routine"> Generator function to execute. </param>
/// <returns>A handle to an <see cref="EditorCoroutine">EditorCoroutine.</see></returns>
public static EditorCoroutine StartCoroutineOwnerless(IEnumerator routine)
{
return new EditorCoroutine(routine);
}
/// <summary>
/// Immediately stop an <see cref="EditorCoroutine">EditorCoroutine</see>. This method is safe to call on an already completed <see cref="EditorCoroutine">EditorCoroutine</see>.
/// <code>
/// using System.Collections;
/// using Unity.EditorCoroutines.Editor;
/// using UnityEditor;
/// using UnityEngine;
///
/// public class ExampleWindow : EditorWindow
/// {
/// EditorCoroutine m_LoggerCoroutine;
/// void OnEnable()
/// {
/// m_LoggerCoroutine = EditorCoroutineUtility.StartCoroutineOwnerless(LogRunning());
/// }
///
/// void OnDisable()
/// {
/// EditorCoroutineUtility.StopCoroutine(m_LoggerCoroutine);
/// }
///
/// IEnumerator LogRunning()
/// {
/// while (true)
/// {
/// Debug.Log("Running");
/// yield return null;
/// }
/// }
/// }
/// </code>
/// </summary>
/// <param name="coroutine">A handle to an <see cref="EditorCoroutine">EditorCoroutine.</see></param>
public static void StopCoroutine(EditorCoroutine coroutine)
{
if (coroutine == null)
{
Serilog.Log.Warning("EditorCoroutine handle is null.");
return;
}
coroutine.Stop();
}
}
}

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/*
* Derived from Unity package
* https://docs.unity3d.com/Packages/com.unity.editorcoroutines@0.0/api/Unity.EditorCoroutines.Editor.html
*/
//namespace Unity.EditorCoroutines.Editor
namespace Meryel.UnityCodeAssist.Editor.EditorCoroutines
{
/// <summary>
/// Suspends the <see cref="EditorCoroutine">EditorCoroutine</see> execution for the given amount of seconds, using unscaled time.
/// The coroutine execution continues after the specified time has elapsed.
/// <code>
/// using System.Collections;
/// using UnityEngine;
/// using Unity.EditorCoroutines.Editor;
/// using UnityEditor;
///
/// public class MyEditorWindow : EditorWindow
/// {
/// IEnumerator PrintEachSecond()
/// {
/// var waitForOneSecond = new EditorWaitForSeconds(1.0f);
///
/// while (true)
/// {
/// yield return waitForOneSecond;
/// Debug.Log("Printing each second");
/// }
/// }
/// }
/// </code>
/// </summary>
public class EditorWaitForSeconds
{
/// <summary>
/// The time to wait in seconds.
/// </summary>
public float WaitTime { get; }
/// <summary>
/// Creates a instruction object for yielding inside a generator function.
/// </summary>
/// <param name="time">The amount of time to wait in seconds.</param>
public EditorWaitForSeconds(float time)
{
WaitTime = time;
}
}
}

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/*
* Derived from Unity package
* https://docs.unity3d.com/Packages/com.unity.editorcoroutines@0.0/api/Unity.EditorCoroutines.Editor.html
*/
using System.Collections;
using UnityEditor;
using UnityEngine;
//namespace Unity.EditorCoroutines.Editor
namespace Meryel.UnityCodeAssist.Editor.EditorCoroutines
{
public static class EditorWindowCoroutineExtension
{
/// <summary>
/// Start an <see cref="EditorCoroutine">EditorCoroutine</see>, owned by the calling <see cref="EditorWindow">EditorWindow</see> instance.
/// <code>
/// using System.Collections;
/// using Unity.EditorCoroutines.Editor;
/// using UnityEditor;
///
/// public class ExampleWindow : EditorWindow
/// {
/// void OnEnable()
/// {
/// this.StartCoroutine(CloseWindowDelayed());
/// }
///
/// IEnumerator CloseWindowDelayed() //close the window after 1000 frames have elapsed
/// {
/// int count = 1000;
/// while (count > 0)
/// {
/// yield return null;
/// }
/// Close();
/// }
/// }
/// </code>
/// </summary>
/// <param name="routine"></param>
/// <returns></returns>
public static EditorCoroutine StartCoroutine(this EditorWindow window, IEnumerator routine)
{
return new EditorCoroutine(routine, window);
}
/// <summary>
/// Immediately stop an <see cref="EditorCoroutine">EditorCoroutine</see> that was started by the calling <see cref="EditorWindow"/> instance. This method is safe to call on an already completed <see cref="EditorCoroutine">EditorCoroutine</see>.
/// <code>
/// using System.Collections;
/// using Unity.EditorCoroutines.Editor;
/// using UnityEditor;
/// using UnityEngine;
///
/// public class ExampleWindow : EditorWindow
/// {
/// EditorCoroutine coroutine;
/// void OnEnable()
/// {
/// coroutine = this.StartCoroutine(CloseWindowDelayed());
/// }
///
/// private void OnDisable()
/// {
/// this.StopCoroutine(coroutine);
/// }
///
/// IEnumerator CloseWindowDelayed()
/// {
/// while (true)
/// {
/// Debug.Log("Running");
/// yield return null;
/// }
/// }
/// }
/// </code>
/// </summary>
/// <param name="coroutine"></param>
public static void StopCoroutine(this EditorWindow window, EditorCoroutine coroutine)
{
if(coroutine == null)
{
Serilog.Log.Warning("Provided EditorCoroutine handle is null.");
return;
}
if(coroutine.m_Owner == null)
{
Serilog.Log.Error("The EditorCoroutine is ownerless. Please use EditorCoroutineEditor.StopCoroutine to terminate such coroutines.");
return;
}
if (!coroutine.m_Owner.IsAlive)
return; //The EditorCoroutine's owner was already terminated execution will cease next time it is processed
var owner = coroutine.m_Owner.Target as EditorWindow;
if (owner == null || owner != null && owner != window)
{
Serilog.Log.Error("The EditorCoroutine is owned by another object: {0}.", coroutine.m_Owner.Target);
return;
}
EditorCoroutineUtility.StopCoroutine(coroutine);
}
}
}

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