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https://github.com/geniikw/CoroutineChain

Unity3d, Coroutine, scripting
https://github.com/geniikw/CoroutineChain

coroutines unity3d unity3d-plugin

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Unity3d, Coroutine, scripting

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# CoroutineChain
Unity3d, Coroutine, scripting

[AssetStore](https://assetstore.unity.com/packages/tools/input-management/coroutinechain-109785)

## Install

Use the unity package manager.(https://github.com/geniikw/CoroutineChain.git)

## Intro

- Easy to read coroutine code.
- Define callback simply
- Call coroutine at outside MonoBehavour.

In my experience, generally coroutine code can be classified into two kinds.

One is a functional block. For example

```csharp
IEnumerator OneFunction(){
//do single task.
}
```

Other is a squencial code. It consist of functional block coroutines.
```csharp
IEnumerator Sequncial(){
yield return StartCoroutine(A());
yield return StartCoroutine(B());
yield return StartCoroutine(C());
}
```

It is a small asset that makes it possible to call Unity's coroutines while chaining them.

so you don't need to write seuqencial block. just chain it in call block.

```csharp
public void Start(){
//same as above.
CoroutineChain.Start
.Play(A())
.Play(B())
.Play(C());
//or
CoroutineChain.Start
.Sequencial(A(),B(),C());
}
```

[AssetStore](https://www.assetstore.unity3d.com/kr/#!/content/109785)

## Reference

### Basic
all block wait previous block.
```csharp
void Start(){
this.StartChain() // or CoroutineChain.Start.Play ...
.Play(Coroutine())
.Sequencial(A(),B(),C()) // play one by one.
.Parallel(A(),B(),C()) // play same time.
.Wait(1f)
.Log("Complete!");
.Call(()=>Callback());
}
```

### Play(IEnumerator coroutine)
play one coroutine. it is same as StartCoroutine().
```csharp
void Start(){
//Normal
StartCoroutine(A());
//CoroutineChain
this.StartChain()
.Play(A());
}
```

### Wait(float sec)
```csharp
void Start(){
this.StartChain()
.Wait(1)
.Log("end");
//1sec later debug log show out.
}
```

### Parallel(IEnumerator[] routines)
all coroutine start at same time
```csharp
void Start(){
///Normal.
StartCoroutine(A());
StartCoroutine(B());
StartCoroutine(C());

//CoroutineChain, Less Character!
this.StartChain()
.Parallel(A(),B(),C());
}
```

### Sequential(IEnemerator[] routines)
it same as continuous Play block.
```csharp
IEnumerator Start(){///CoroutineStartBlock.
///Normal.
yield return StartCoroutine(A());
yield return StartCoroutine(B());
yield return StartCoroutine(C());

//CoroutineChain, Less Character!
yield return this.StartChain()
.Sequencial(A(),B(),C());
}
```
### Log(string log, ELogTtype type = ELogType.NORMAL)
log block is not coroutine.
```csharp
IEnumerator Start(){///CoroutineStartBlock.
///Normal.
yield return StartCoroutine(A());
yield return StartCoroutine(A());
yield return StartCoroutine(A());
Debug.Log(A, B and C all end!!");

//CoroutineChain
yield return this.StartChain()
.Sequencial(A(),B(),C())
.Log("A, B and C all end!!");
}
```

### Call(Action)
you can simply setup callback.

this is Parallel block using Call() as coroutine callback.
```csharp
IEnumerator Parallel(IEnumerator[] routines)
{
var all = 0;
foreach (var r in routines)
all++;

var c = 0;
foreach (var r in routines)
player.StartChain()
.Play(r)
.Call(() => c++);

while (c < all)
yield return null;
}
```

### WaitFor(Func)

wait for a specific condition.

```csharp
void Start(){
CoroutineChain.Start
.WaitFor(()=>m_timer > 3f)
.Log("Complete");
}

float m_timer = 0f;

void Update(){
m_timer += Time.deltaTime;
}

```