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);
}
}