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TaskManager.cs
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using UnityEngine;
using System;
using System.Collections;
namespace dkstlzu.Utility
{
public class TaskManagerTask
{
TaskManager.TaskState task;
public bool Running => task.Running;
public bool Paused => task.Paused;
public bool Stopped => task.Stopped;
public event Action<bool> Finished
{
add => task.Finished += value;
remove => task.Finished -= value;
}
public TaskManagerTask(IEnumerator c, bool autoStart = true)
{
task = TaskManager.CreateTask(c);
if (autoStart)
Start();
}
public void Start()
{
task.Start();
}
public void Stop()
{
task.Stop();
}
public void Pause()
{
task.Pause();
}
public void Unpause()
{
task.Unpause();
}
public void Interrupt()
{
task.Interrupt();
}
}
class TaskManager : MonoBehaviour
{
static TaskManager singleton;
public class TaskState
{
public bool Running { get; private set; }
public bool Paused { get; private set; }
public bool Stopped { get; private set; }
public event Action<bool> Finished;
IEnumerator coroutine;
public TaskState(IEnumerator c)
{
coroutine = c;
}
public void Pause()
{
Paused = true;
}
public void Unpause()
{
Paused = false;
}
public void Start()
{
Running = true;
singleton.StartCoroutine(CallWrapper());
}
public void Stop()
{
Stopped = true;
Running = false;
}
public void Interrupt()
{
Running = false;
}
IEnumerator CallWrapper()
{
yield return null;
IEnumerator e = coroutine;
while (Running)
{
if (Paused)
yield return null;
else
{
if (e != null && e.MoveNext())
{
yield return e.Current;
}
else
{
Running = false;
}
}
}
Finished?.Invoke(Stopped);
}
}
public static TaskState CreateTask(IEnumerator coroutine)
{
if (singleton == null)
{
GameObject go = new GameObject("TaskManager");
singleton = go.AddComponent<TaskManager>();
}
return new TaskState(coroutine);
}
}
}