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docs(Timing): 添加完整注释文档并优化协程管理器实现
- 为 Timing 类添加了完整的 XML 文档注释,包括类说明、属性和方法描述 - 将协程调度器字段改为可空引用类型,提升类型安全性 - 添加了安全访问调度器的属性,避免未初始化时的潜在问题 - 优化了协程执行段切换逻辑,使用安全访问属性替代直接字段访问 - 完善了生命周期管理方法的文档注释 - 添加了协程控制 API 的详细注释,包括暂停、恢复、终止等功能 - 优化了延迟调用相关方法的实现和文档 - 改进了节点有效性检查方法的可读性
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@ -5,24 +5,53 @@ using Godot;
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namespace GFramework.Godot.coroutine;
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/// <summary>
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/// Godot协程管理器,提供基于不同更新循环的协程调度功能
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/// 支持Process、PhysicsProcess和DeferredProcess三种执行段的协程管理
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/// </summary>
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public partial class Timing : Node
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{
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private static Timing? _instance;
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private static readonly Timing?[] ActiveInstances = new Timing?[16];
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private CoroutineScheduler _deferredScheduler;
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private CoroutineScheduler? _deferredScheduler;
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private GodotTimeSource? _deferredTimeSource;
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private ushort _frameCounter;
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private byte _instanceId = 1;
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private CoroutineScheduler _physicsScheduler;
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private CoroutineScheduler? _physicsScheduler;
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private GodotTimeSource? _physicsTimeSource;
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private CoroutineScheduler _processScheduler;
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private CoroutineScheduler? _processScheduler;
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private GodotTimeSource? _processTimeSource;
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/// <summary>
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/// 获取Process调度器,如果未初始化则抛出异常
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/// </summary>
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private CoroutineScheduler ProcessScheduler =>
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_processScheduler ?? throw new InvalidOperationException(
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"Timing not yet initialized (_Ready not executed)");
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/// <summary>
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/// 获取Physics调度器,如果未初始化则抛出异常
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/// </summary>
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private CoroutineScheduler PhysicsScheduler =>
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_physicsScheduler ?? throw new InvalidOperationException(
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"Timing not yet initialized (_Ready not executed)");
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/// <summary>
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/// 获取Deferred调度器,如果未初始化则抛出异常
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/// </summary>
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private CoroutineScheduler DeferredScheduler =>
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_deferredScheduler ?? throw new InvalidOperationException(
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"Timing not yet initialized (_Ready not executed)");
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#region 单例
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/// <summary>
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/// 获取Timing单例实例
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/// 如果实例不存在则自动创建并添加到场景树根节点
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/// </summary>
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public static Timing Instance
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{
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get
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@ -50,16 +79,29 @@ public partial class Timing : Node
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#region Debug 信息
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/// <summary>
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/// 获取Process段活跃协程数量
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/// </summary>
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public int ProcessCoroutines => _processScheduler?.ActiveCoroutineCount ?? 0;
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/// <summary>
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/// 获取Physics段活跃协程数量
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/// </summary>
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public int PhysicsCoroutines => _physicsScheduler?.ActiveCoroutineCount ?? 0;
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/// <summary>
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/// 获取Deferred段活跃协程数量
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/// </summary>
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public int DeferredCoroutines => _deferredScheduler?.ActiveCoroutineCount ?? 0;
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#endregion
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#region 生命周期
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/// <summary>
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/// 节点就绪时的初始化方法
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/// 设置处理优先级,初始化调度器,并注册实例
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/// </summary>
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public override void _Ready()
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{
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ProcessPriority = -1;
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@ -70,6 +112,10 @@ public partial class Timing : Node
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RegisterInstance();
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}
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/// <summary>
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/// 节点退出场景树时的清理方法
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/// 从活动实例数组中移除当前实例并清理必要资源
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/// </summary>
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public override void _ExitTree()
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{
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if (_instanceId < ActiveInstances.Length)
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@ -78,11 +124,19 @@ public partial class Timing : Node
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CleanupInstanceIfNecessary();
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}
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/// <summary>
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/// 清理实例引用
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/// </summary>
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private static void CleanupInstanceIfNecessary()
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{
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_instance = null;
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}
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/// <summary>
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/// 每帧处理逻辑
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/// 更新Process调度器,增加帧计数器,并安排延迟处理
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/// </summary>
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/// <param name="delta">时间增量</param>
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public override void _Process(double delta)
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{
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_processScheduler?.Update();
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@ -91,11 +145,20 @@ public partial class Timing : Node
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CallDeferred(nameof(ProcessDeferred));
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}
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/// <summary>
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/// 物理处理逻辑
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/// 更新Physics调度器
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/// </summary>
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/// <param name="delta">物理时间增量</param>
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public override void _PhysicsProcess(double delta)
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{
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_physicsScheduler?.Update();
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}
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/// <summary>
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/// 延迟处理逻辑
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/// 更新Deferred调度器
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/// </summary>
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private void ProcessDeferred()
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{
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_deferredScheduler?.Update();
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@ -105,6 +168,10 @@ public partial class Timing : Node
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#region 初始化
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/// <summary>
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/// 初始化所有调度器和时间源
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/// 创建Process、Physics和Deferred三个调度器实例
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/// </summary>
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private void InitializeSchedulers()
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{
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_processTimeSource = new GodotTimeSource(GetProcessDeltaTime);
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@ -130,6 +197,10 @@ public partial class Timing : Node
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);
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}
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/// <summary>
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/// 注册当前实例到活动实例数组中
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/// 如果当前ID已被占用则寻找可用ID
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/// </summary>
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private void RegisterInstance()
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{
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if (ActiveInstances[_instanceId] == null)
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@ -151,6 +222,11 @@ public partial class Timing : Node
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throw new OverflowException("最多只能存在 15 个 Timing 实例");
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}
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/// <summary>
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/// 尝试设置物理处理优先级
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/// 使用反射方式设置ProcessPhysicsPriority属性
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/// </summary>
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/// <param name="priority">物理处理优先级</param>
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private static void TrySetPhysicsPriority(int priority)
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{
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try
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@ -172,6 +248,13 @@ public partial class Timing : Node
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#region 协程启动 API
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/// <summary>
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/// 在指定段运行协程
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/// </summary>
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/// <param name="coroutine">要运行的协程枚举器</param>
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/// <param name="segment">协程执行段(Process/PhysicsProcess/DeferredProcess)</param>
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/// <param name="tag">协程标签,用于批量操作</param>
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/// <returns>协程句柄</returns>
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public static CoroutineHandle RunCoroutine(
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IEnumerator<IYieldInstruction> coroutine,
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Segment segment = Segment.Process,
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@ -180,6 +263,14 @@ public partial class Timing : Node
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return Instance.RunCoroutineOnInstance(coroutine, segment, tag);
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}
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/// <summary>
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/// 在当前实例上运行协程
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/// 根据指定的段选择对应的调度器运行协程
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/// </summary>
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/// <param name="coroutine">要运行的协程枚举器</param>
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/// <param name="segment">协程执行段</param>
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/// <param name="tag">协程标签</param>
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/// <returns>协程句柄</returns>
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public CoroutineHandle RunCoroutineOnInstance(
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IEnumerator<IYieldInstruction>? coroutine,
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Segment segment = Segment.Process,
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@ -190,9 +281,9 @@ public partial class Timing : Node
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return segment switch
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{
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Segment.Process => _processScheduler.Run(coroutine, tag),
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Segment.PhysicsProcess => _physicsScheduler.Run(coroutine, tag),
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Segment.DeferredProcess => _deferredScheduler.Run(coroutine, tag),
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Segment.Process => ProcessScheduler.Run(coroutine, tag),
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Segment.PhysicsProcess => PhysicsScheduler.Run(coroutine, tag),
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Segment.DeferredProcess => DeferredScheduler.Run(coroutine, tag),
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_ => default
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};
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}
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@ -201,67 +292,120 @@ public partial class Timing : Node
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#region 协程控制 API
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/// <summary>
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/// 暂停指定的协程
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/// </summary>
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/// <param name="handle">协程句柄</param>
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/// <returns>是否成功暂停</returns>
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public static bool PauseCoroutine(CoroutineHandle handle)
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{
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return GetInstance(handle.Key)?.PauseOnInstance(handle) ?? false;
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}
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/// <summary>
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/// 恢复指定的协程
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/// </summary>
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/// <param name="handle">协程句柄</param>
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/// <returns>是否成功恢复</returns>
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public static bool ResumeCoroutine(CoroutineHandle handle)
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{
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return GetInstance(handle.Key)?.ResumeOnInstance(handle) ?? false;
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}
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/// <summary>
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/// 终止指定的协程
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/// </summary>
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/// <param name="handle">协程句柄</param>
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/// <returns>是否成功终止</returns>
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public static bool KillCoroutine(CoroutineHandle handle)
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{
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return GetInstance(handle.Key)?.KillOnInstance(handle) ?? false;
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}
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/// <summary>
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/// 终止所有具有指定标签的协程
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/// </summary>
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/// <param name="tag">协程标签</param>
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/// <returns>被终止的协程数量</returns>
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public static int KillCoroutines(string tag)
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{
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return Instance.KillByTagOnInstance(tag);
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}
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/// <summary>
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/// 终止所有协程
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/// </summary>
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/// <returns>被终止的协程总数</returns>
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public static int KillAllCoroutines()
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{
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return Instance.ClearOnInstance();
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}
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/// <summary>
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/// 在当前实例上暂停协程
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/// 尝试在所有调度器中查找并暂停指定协程
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/// </summary>
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/// <param name="handle">协程句柄</param>
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/// <returns>是否成功暂停</returns>
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private bool PauseOnInstance(CoroutineHandle handle)
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{
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return _processScheduler.Pause(handle)
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|| _physicsScheduler.Pause(handle)
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|| _deferredScheduler.Pause(handle);
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return ProcessScheduler.Pause(handle)
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|| PhysicsScheduler.Pause(handle)
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|| DeferredScheduler.Pause(handle);
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}
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/// <summary>
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/// 在当前实例上恢复协程
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/// 尝试在所有调度器中查找并恢复指定协程
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/// </summary>
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/// <param name="handle">协程句柄</param>
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/// <returns>是否成功恢复</returns>
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private bool ResumeOnInstance(CoroutineHandle handle)
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{
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return _processScheduler.Resume(handle)
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|| _physicsScheduler.Resume(handle)
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|| _deferredScheduler.Resume(handle);
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return ProcessScheduler.Resume(handle)
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|| PhysicsScheduler.Resume(handle)
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|| DeferredScheduler.Resume(handle);
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}
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/// <summary>
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/// 在当前实例上终止协程
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/// 尝试在所有调度器中查找并终止指定协程
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/// </summary>
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/// <param name="handle">协程句柄</param>
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/// <returns>是否成功终止</returns>
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private bool KillOnInstance(CoroutineHandle handle)
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{
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return _processScheduler.Kill(handle)
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|| _physicsScheduler.Kill(handle)
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|| _deferredScheduler.Kill(handle);
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return ProcessScheduler.Kill(handle)
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|| PhysicsScheduler.Kill(handle)
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|| DeferredScheduler.Kill(handle);
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}
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/// <summary>
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/// 在当前实例上根据标签终止协程
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/// 在所有调度器中查找并终止具有指定标签的协程
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/// </summary>
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/// <param name="tag">协程标签</param>
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/// <returns>被终止的协程数量</returns>
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private int KillByTagOnInstance(string tag)
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{
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int count = 0;
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count += _processScheduler.KillByTag(tag);
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count += _physicsScheduler.KillByTag(tag);
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count += _deferredScheduler.KillByTag(tag);
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count += ProcessScheduler.KillByTag(tag);
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count += PhysicsScheduler.KillByTag(tag);
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count += DeferredScheduler.KillByTag(tag);
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return count;
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}
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/// <summary>
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/// 清空当前实例上的所有协程
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/// 从所有调度器中清除协程
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/// </summary>
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/// <returns>被清除的协程总数</returns>
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private int ClearOnInstance()
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{
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int count = 0;
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count += _processScheduler.Clear();
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count += _physicsScheduler.Clear();
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count += _deferredScheduler.Clear();
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count += ProcessScheduler.Clear();
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count += PhysicsScheduler.Clear();
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count += DeferredScheduler.Clear();
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return count;
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}
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@ -269,53 +413,25 @@ public partial class Timing : Node
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#region 工具方法
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/// <summary>
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/// 根据ID获取Timing实例
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/// </summary>
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/// <param name="id">实例ID</param>
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/// <returns>对应的Timing实例或null</returns>
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public static Timing? GetInstance(byte id)
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{
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return id < ActiveInstances.Length ? ActiveInstances[id] : null;
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}
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/// <summary>
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/// 创建等待指定秒数的指令
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/// </summary>
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public static Delay WaitForSeconds(double seconds)
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{
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return new Delay(seconds);
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}
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/// <summary>
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/// 创建等待一帧的指令
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/// 检查节点是否处于有效状态
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/// </summary>
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public static WaitOneFrame WaitForOneFrame()
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{
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return new WaitOneFrame();
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}
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/// <summary>
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/// 创建等待指定帧数的指令
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/// </summary>
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public static WaitForFrames WaitForFrames(int frames)
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{
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return new WaitForFrames(frames);
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}
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/// <summary>
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/// 创建等待直到条件满足的指令
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/// </summary>
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public static WaitUntil WaitUntil(Func<bool> predicate)
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{
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return new WaitUntil(predicate);
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}
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/// <summary>
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/// 创建等待当条件为真时持续等待的指令
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/// </summary>
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public static WaitWhile WaitWhile(Func<bool> predicate)
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{
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return new WaitWhile(predicate);
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}
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/// <param name="node">要检查的节点</param>
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/// <returns>如果节点存在且有效则返回true,否则返回false</returns>
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public static bool IsNodeAlive(Node? node)
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{
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// 验证节点是否存在、实例是否有效、未被标记为删除且在场景树中
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return node != null
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&& IsInstanceValid(node)
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&& !node.IsQueuedForDeletion()
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@ -326,6 +442,13 @@ public partial class Timing : Node
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#region 延迟调用
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/// <summary>
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/// 延迟调用指定动作
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/// </summary>
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/// <param name="delay">延迟时间(秒)</param>
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/// <param name="action">要执行的动作</param>
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/// <param name="segment">执行段</param>
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/// <returns>协程句柄</returns>
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public static CoroutineHandle CallDelayed(
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double delay,
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Action? action,
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@ -337,6 +460,14 @@ public partial class Timing : Node
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return RunCoroutine(DelayedCallCoroutine(delay, action), segment);
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}
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/// <summary>
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/// 延迟调用指定动作,支持取消条件
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/// </summary>
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/// <param name="delay">延迟时间(秒)</param>
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/// <param name="action">要执行的动作</param>
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/// <param name="cancelWith">取消条件节点</param>
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/// <param name="segment">执行段</param>
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/// <returns>协程句柄</returns>
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public static CoroutineHandle CallDelayed(
|
||||
double delay,
|
||||
Action? action,
|
||||
@ -351,6 +482,12 @@ public partial class Timing : Node
|
||||
segment);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 延迟调用协程实现
|
||||
/// </summary>
|
||||
/// <param name="delay">延迟时间</param>
|
||||
/// <param name="action">要执行的动作</param>
|
||||
/// <returns>协程枚举器</returns>
|
||||
private static IEnumerator<IYieldInstruction> DelayedCallCoroutine(
|
||||
double delay,
|
||||
Action action)
|
||||
@ -359,6 +496,13 @@ public partial class Timing : Node
|
||||
action();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 带取消条件的延迟调用协程实现
|
||||
/// </summary>
|
||||
/// <param name="delay">延迟时间</param>
|
||||
/// <param name="action">要执行的动作</param>
|
||||
/// <param name="cancelWith">取消条件节点</param>
|
||||
/// <returns>协程枚举器</returns>
|
||||
private static IEnumerator<IYieldInstruction> DelayedCallWithCancelCoroutine(
|
||||
double delay,
|
||||
Action action,
|
||||
|
||||
Loading…
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Reference in New Issue
Block a user