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View Code? Open in Web Editor NEWA replacement for Unity coroutines using C#7's async/await
License: MIT License
A replacement for Unity coroutines using C#7's async/await
License: MIT License
Example code:
using System;
using AsyncRoutines;
using UnityEngine;
public class RoutineBug : MonoBehaviour
{
public RoutineManagerBehavior routineManager;
public void Start()
{
routineManager.Run(StartCountdown());
}
public async Routine StartCountdown()
{
var countDown = Countdown();
await Routine.WaitForSeconds(2f);
if (countDown.IsDead)
throw new InvalidOperationException("This shoud not happen");
routineManager.Run(countDown);
}
public async Routine Countdown()
{
for (var i = 10; i >= 0; --i)
{
Debug.Log(i);
await Routine.WaitForSeconds(1);
}
}
}
When storing a Routine in a variable (same as what would work with normal async Tasks) and calling another routine in between such as WaitForSeconds the previous routines are stopped before they finished running.
Of course this is a rather trivial example, but in real-life use cases there are many bugs that can be caused by this behaviour
UPM support please
Can we cancel a running routine? If so, please add an example.
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