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更新Demo
更新Demo
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#pragma warning disable CS1591 // Missing XML comment for publicly visible type or member
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using System;
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using System.Diagnostics;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using System.Security;
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namespace Cysharp.Threading.Tasks.CompilerServices
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{
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[StructLayout(LayoutKind.Auto)]
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public struct AsyncUniTaskVoidMethodBuilder
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{
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IStateMachineRunner runner;
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// 1. Static Create method.
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[DebuggerHidden]
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static AsyncUniTaskVoidMethodBuilder Create()
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{
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return default;
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}
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// 2. TaskLike Task property(void)
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public UniTaskVoid Task
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{
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[DebuggerHidden]
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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get
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{
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return default;
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}
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}
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// 3. SetException
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[DebuggerHidden]
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void SetException(Exception exception)
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{
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// runner is finished, return first.
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if (runner != null)
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{
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#if ENABLE_IL2CPP
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// workaround for IL2CPP bug.
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PlayerLoopHelper.AddContinuation(PlayerLoopTiming.LastPostLateUpdate, runner.ReturnAction);
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#else
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runner.Return();
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#endif
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runner = null;
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}
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UniTaskScheduler.PublishUnobservedTaskException(exception);
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}
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// 4. SetResult
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[DebuggerHidden]
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void SetResult()
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{
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// runner is finished, return.
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if (runner != null)
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{
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#if ENABLE_IL2CPP
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// workaround for IL2CPP bug.
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PlayerLoopHelper.AddContinuation(PlayerLoopTiming.LastPostLateUpdate, runner.ReturnAction);
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#else
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runner.Return();
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#endif
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runner = null;
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}
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}
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// 5. AwaitOnCompleted
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[DebuggerHidden]
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void AwaitOnCompleted<TAwaiter, TStateMachine>(ref TAwaiter awaiter, ref TStateMachine stateMachine)
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where TAwaiter : INotifyCompletion
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where TStateMachine : IAsyncStateMachine
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{
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if (runner == null)
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{
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AsyncUniTaskVoid<TStateMachine>.SetStateMachine(ref stateMachine, ref runner);
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}
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awaiter.OnCompleted(runner.MoveNext);
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}
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// 6. AwaitUnsafeOnCompleted
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[DebuggerHidden]
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[SecuritySafeCritical]
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void AwaitUnsafeOnCompleted<TAwaiter, TStateMachine>(ref TAwaiter awaiter, ref TStateMachine stateMachine)
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where TAwaiter : ICriticalNotifyCompletion
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where TStateMachine : IAsyncStateMachine
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{
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if (runner == null)
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{
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AsyncUniTaskVoid<TStateMachine>.SetStateMachine(ref stateMachine, ref runner);
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}
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awaiter.UnsafeOnCompleted(runner.MoveNext);
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}
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// 7. Start
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[DebuggerHidden]
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public void Start<TStateMachine>(ref TStateMachine stateMachine)
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where TStateMachine : IAsyncStateMachine
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{
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stateMachine.MoveNext();
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}
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// 8. SetStateMachine
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[DebuggerHidden]
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public void SetStateMachine(IAsyncStateMachine stateMachine)
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{
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// don't use boxed stateMachine.
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}
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#if DEBUG || !UNITY_2018_3_OR_NEWER
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// Important for IDE debugger.
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object debuggingId;
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private object ObjectIdForDebugger
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{
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get
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{
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if (debuggingId == null)
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{
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debuggingId = new object();
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}
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return debuggingId;
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}
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}
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#endif
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}
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}
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