make BeatAction use UniTask

This commit is contained in:
minenice55 2023-10-07 17:56:28 -04:00
parent 3f543600e5
commit 6adf6775db
2 changed files with 29 additions and 26 deletions

View file

@ -2,6 +2,8 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Threading;
using HeavenStudio.Util;
using Jukebox;
using Jukebox.Legacy;
@ -101,7 +103,7 @@ namespace HeavenStudio.Games
public static ClappyTrio instance { get; set; }
MultiSound clapSounds = null;
BeatAction clapAction = null;
CancellationTokenSource clapAction = null;
private void Awake()
{
@ -188,7 +190,10 @@ namespace HeavenStudio.Games
clapSounds.Delete();
if (clapAction != null)
clapAction.Delete();
{
clapAction.Cancel();
clapAction.Dispose();
}
}
public void Clap(double beat, float length, double gameSwitchBeat)

View file

@ -1,16 +1,13 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Cysharp.Threading.Tasks;
using System.Threading;
namespace HeavenStudio.Util
{
public class BeatAction
{
private int index;
private List<Action> actions = new List<Action>();
private Coroutine coroutine;
private MonoBehaviour behaviour;
public delegate void EventCallback();
public class Action
@ -25,43 +22,44 @@ namespace HeavenStudio.Util
}
}
public static BeatAction New(MonoBehaviour behaviour, List<Action> actions)
public static CancellationTokenSource New(MonoBehaviour behaviour, List<Action> actions)
{
if (behaviour == null)
{
Debug.LogWarning("Starting a BeatAction with no assigned behaviour. The Conductor will be used instead.");
behaviour = Conductor.instance;
}
BeatAction beatAction = new BeatAction();
beatAction.actions = actions;
beatAction.behaviour = behaviour;
beatAction.coroutine = behaviour.StartCoroutine(beatAction.BeatActionRoutine());
CancellationTokenSource cancelToken = new CancellationTokenSource();
RunAsync(behaviour, actions, cancelToken.Token).Forget();
return beatAction;
return cancelToken;
}
IEnumerator BeatActionRoutine()
static async UniTask RunAsync(MonoBehaviour behaviour, List<Action> actions, CancellationToken token)
{
try
{
await BeatActionAsync(behaviour, actions, token);
}
catch (System.OperationCanceledException)
{
Debug.Log("BeatAction cancelled.");
}
}
static async UniTask BeatActionAsync(MonoBehaviour behaviour, List<Action> actions, CancellationToken token)
{
int idx = 0;
WaitUntil waitUntil = new WaitUntil(() => Conductor.instance.songPositionInBeatsAsDouble >= actions[idx].beat || !Conductor.instance.isPlaying);
while (idx < actions.Count)
{
yield return waitUntil;
await UniTask.WaitUntil(() => Conductor.instance.songPositionInBeatsAsDouble >= actions[idx].beat || (!Conductor.instance.isPlaying) || behaviour == null, cancellationToken: token);
if (!Conductor.instance.isPlaying)
yield break;
if (behaviour == null || !Conductor.instance.isPlaying)
break;
actions[idx].function.Invoke();
idx++;
}
this.actions = null;
yield break;
}
public void Delete()
{
behaviour.StopCoroutine(coroutine);
this.actions = null;
}
}
}