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 /// public static IEnumerator CancelWith( this IEnumerator coroutine, params Node[] nodes) { while (AllNodesAlive(nodes) && coroutine.MoveNext()) yield return coroutine.Current; } private static bool AllNodesAlive(Node[] nodes) { foreach (var node in nodes) { if (!Timing.IsNodeAlive(node)) return false; } return true; } }