using GFramework.Core.Abstractions.coroutine; using GFramework.Core.coroutine; using Godot; namespace GFramework.Godot.coroutine; public static class CoroutineExtensions { /// /// 启动协程的扩展方法 /// public static CoroutineHandle RunCoroutine( this IEnumerator coroutine, Segment segment = Segment.Process, string? tag = null) { return Timing.RunCoroutine(coroutine, segment, tag); } /// /// 让协程在指定节点被销毁时自动取消 /// public static IEnumerator CancelWith( this IEnumerator coroutine, Node node) { while (Timing.IsNodeAlive(node) && coroutine.MoveNext()) yield return coroutine.Current; } /// /// 让协程在任一节点被销毁时自动取消 /// public static IEnumerator CancelWith( this IEnumerator coroutine, Node node1, Node node2) { while (Timing.IsNodeAlive(node1) && Timing.IsNodeAlive(node2) && coroutine.MoveNext()) yield return coroutine.Current; } /// /// 让协程在多个节点都被销毁时自动取消 /// /// 要执行的协程枚举器 /// 用于检查是否存活的节点数组 /// 包装后的协程枚举器 public static IEnumerator CancelWith( this IEnumerator coroutine, params Node[] nodes) { // 持续执行协程直到任一节点被销毁或协程执行完毕 while (AllNodesAlive(nodes) && coroutine.MoveNext()) yield return coroutine.Current; } /// /// 检查所有节点是否都处于存活状态 /// /// 要检查的节点数组 /// 如果所有节点都存活则返回true,否则返回false private static bool AllNodesAlive(Node[] nodes) { return nodes.All(Timing.IsNodeAlive); } }