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...

36 Commits

Author SHA1 Message Date
dvsilch
12df2b2e35 Merge 16895054f1 into 06067cd4c8 2025-04-09 14:08:44 +00:00
dvsilch
16895054f1 fix: async lazy cannot use utcs auto reset version 2025-04-09 22:08:32 +08:00
dvsilch
d3e71502d6 perf: using AutoResetUniTaskCompletionSource instead of UniTaskCompletionSource 2025-04-09 21:20:36 +08:00
dvsilch
63708841f5 fix: typo 2025-04-09 21:14:13 +08:00
Ikiru Yoshizaki
06067cd4c8 ci: use Cysharp/Actions checkout instead of 3rd party directly 2025-03-19 15:44:16 +09:00
Ikiru Yoshizaki
d9983cfe27 Merge pull request #654 from Cysharp/feature/pin_action
ci: Pinning third party GitHub Actions sha
2025-03-18 17:33:39 +09:00
Ikiru Yoshizaki
70eb7cd3ee ci: Pinning third party GitHub Actions sha 2025-03-18 16:58:33 +09:00
Ikiru Yoshizaki
cc3c70af90 ci: update vault 2025-03-11 12:55:51 +09:00
Ikiru Yoshizaki
8042b29ff8 ci: extend timeout 2025-01-07 12:29:34 +09:00
Yoshifumi Kawai
b0d01ca75f Merge pull request #641 from hmkc/dev
Update README_CN.md
2024-12-12 16:35:32 +09:00
hmkc
7a63ab7088 Update README_CN.md
Re-translated the documentation.
2024-12-11 17:13:32 +08:00
Yoshifumi Kawai
bdf102f145 Merge pull request #639 from hmkc/dev
Update README_CN.md
2024-12-09 20:18:43 +09:00
hmkc
41cea030ab Update README_CN.md 2024-12-09 18:39:08 +08:00
Yoshifumi Kawai
f9fd769be7 Update README.md 2024-10-09 14:46:23 +09:00
neuecc
579304fe47 chore(docs): update TOC 2024-10-08 14:02:41 +00:00
Yoshifumi Kawai
740ca7ef01 Awaitable notes 2024-10-08 23:02:26 +09:00
github-actions[bot]
7c0f199fe0 feat: Update package.json to 2.5.10 2024-10-03 00:42:37 +00:00
neuecc
9a3ec31533 Merge remote-tracking branch 'origin/master' 2024-10-03 09:41:47 +09:00
neuecc
37d8f4f48e C# 8 #624 2024-10-03 09:41:30 +09:00
github-actions[bot]
27a0c06ede feat: Update package.json to 2.5.9 2024-10-01 06:16:52 +00:00
neuecc
e4082ecd75 Merge remote-tracking branch 'origin/master' 2024-10-01 14:59:02 +09:00
neuecc
3b0fd784ff meta 2024-10-01 14:58:57 +09:00
neuecc
dc9ebfd765 Add AsyncInstantiateOperation.WithCancellation, ToUniTask for Unity 2022.3.20/Unity 2022.3 or newer 2024-10-01 14:50:13 +09:00
Yoshifumi Kawai
005c83fbd7 Merge pull request #623 from Cysharp/feature/ci
ci: remove Unity 2021 LTS from Build matrix
2024-10-01 10:44:30 +09:00
github-actions[bot]
5984b67ecb feat: Update package.json to 2.5.8 2024-09-30 11:45:57 +00:00
neuecc
05fdf48058 Merge remote-tracking branch 'origin/master' 2024-09-30 20:43:06 +09:00
Yoshifumi Kawai
647ed6ff82 Merge pull request #621 from dvsilch/master
add generic type UnityAction support & fix typo
2024-09-30 20:42:57 +09:00
neuecc
0826b7e976 Add UniTask.WhenEach 2024-09-30 20:42:17 +09:00
dvsilch
a51632cd4b fix: add overloads for CancellationToken 2024-09-30 10:13:29 +08:00
dvsilch
bf945a7ef4 fix: rename parameters and type parameters 2024-09-30 10:11:36 +08:00
dvsilch
353f15e94f fix: add .Forget() call and rename paramters to keep coding style consistent 2024-09-27 23:45:05 +08:00
dvsilch
cf19f18662 fix: typo 2024-09-27 22:57:36 +08:00
dvsilch
fdb9d1cf95 feature: add overload in UniTask.UnityAction to support generic type UnityAction 2024-09-27 22:57:05 +08:00
Yoshifumi Kawai
2e0917428b Merge pull request #620 from albermotion/master
Added a note for users using Unity 2023.1 or newer to prevent compilation error
2024-09-27 09:48:04 +09:00
Alberto
0b16005f4b Added a note for users using Unity 2023.1 or newer 2024-09-26 22:33:37 +02:00
Ikiru Yoshizaki
eaa553dc83 ci: remove Unity 2021 LTS from Build matrix 2024-09-24 18:30:54 +09:00
25 changed files with 1111 additions and 287 deletions

View File

@@ -5,3 +5,8 @@ updates:
directory: "/"
schedule:
interval: "weekly" # Check for updates to GitHub Actions every week
ignore:
# I just want update action when major/minor version is updated. patch updates are too noisy.
- dependency-name: '*'
update-types:
- version-update:semver-patch

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@@ -13,7 +13,7 @@ jobs:
runs-on: ubuntu-latest
timeout-minutes: 10
steps:
- uses: actions/checkout@v4
- uses: Cysharp/Actions/.github/actions/checkout@main
- uses: Cysharp/Actions/.github/actions/setup-dotnet@main
- run: dotnet build -c Debug
- run: dotnet test -c Debug
@@ -24,27 +24,27 @@ jobs:
fail-fast: false
max-parallel: 2
matrix:
unity: ["2021.3.41f1", "2022.3.39f1", "6000.0.12f1"] # Test with LTS
unity: ["2022.3.39f1", "6000.0.12f1"] # Test with LTS
runs-on: ubuntu-latest
timeout-minutes: 20
timeout-minutes: 30 # Unity build takes more than 20min.
steps:
- name: Load secrets
id: op-load-secret
uses: 1password/load-secrets-action@v2
uses: 1password/load-secrets-action@581a835fb51b8e7ec56b71cf2ffddd7e68bb25e0 # v2.0.0
with:
export-env: false
env:
OP_SERVICE_ACCOUNT_TOKEN: ${{ secrets.OP_SERVICE_ACCOUNT_TOKEN_PUBLIC }}
UNITY_EMAIL: "op://GitHubActionsPublic/UNITY_LICENSE/username"
UNITY_PASSWORD: "op://GitHubActionsPublic/UNITY_LICENSE/credential"
UNITY_SERIAL: "op://GitHubActionsPublic/UNITY_LICENSE/serial"
UNITY_EMAIL: "op://${{ vars.OP_VAULT_ACTIONS_PUBLIC }}/UNITY_LICENSE/username"
UNITY_PASSWORD: "op://${{ vars.OP_VAULT_ACTIONS_PUBLIC }}/UNITY_LICENSE/credential"
UNITY_SERIAL: "op://${{ vars.OP_VAULT_ACTIONS_PUBLIC }}/UNITY_LICENSE/serial"
- uses: actions/checkout@v4
- uses: Cysharp/Actions/.github/actions/checkout@main
# Execute scripts: Export Package
# /opt/Unity/Editor/Unity -quit -batchmode -nographics -silent-crashes -logFile -projectPath . -executeMethod PackageExporter.Export
- name: Build Unity (.unitypacakge)
if: ${{ startsWith(matrix.unity, '2021') }} # only execute once
if: ${{ startsWith(matrix.unity, '2022') }} # only execute once
uses: Cysharp/Actions/.github/actions/unity-builder@main
env:
UNITY_EMAIL: ${{ steps.op-load-secret.outputs.UNITY_EMAIL }}
@@ -56,10 +56,6 @@ jobs:
targetPlatform: StandaloneLinux64
buildMethod: PackageExporter.Export
- uses: Cysharp/Actions/.github/actions/check-metas@main # check meta files
with:
directory: src/UniTask
# Execute UnitTest
# /opt/Unity/Editor/Unity -quit -batchmode -nographics -silent-crashes -logFile -projectPath . -executeMethod UnitTestBuilder.BuildUnitTest /headless /ScriptBackend IL2CPP /BuildTarget StandaloneLinux64
- name: Build UnitTest (IL2CPP)
@@ -79,6 +75,10 @@ jobs:
- name: Execute UnitTest
run: ./src/UniTask/bin/UnitTest/StandaloneLinux64_IL2CPP/test
- uses: Cysharp/Actions/.github/actions/check-metas@main # check meta files
with:
directory: src/UniTask
# Store artifacts.
- uses: Cysharp/Actions/.github/actions/upload-artifact@main
if: ${{ startsWith(matrix.unity, '2021') }} # only execute 2021

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@@ -11,21 +11,21 @@ jobs:
runs-on: ubuntu-latest
timeout-minutes: 10
steps:
- uses: actions/checkout@v4
- uses: actions/checkout@v4
- uses: Cysharp/Actions/.github/actions/checkout@main
- uses: Cysharp/Actions/.github/actions/checkout@main
with:
repository: Cysharp/DocfxTemplate
path: docs/_DocfxTemplate
- uses: Kirbyrawr/docfx-action@master
- uses: Kirbyrawr/docfx-action@db9a22c8fe1e8693a2a21be54cb0b87dfaa72cc4
name: Docfx metadata
with:
args: metadata docs/docfx.json
- uses: Kirbyrawr/docfx-action@master
- uses: Kirbyrawr/docfx-action@db9a22c8fe1e8693a2a21be54cb0b87dfaa72cc4
name: Docfx build
with:
args: build docs/docfx.json
- name: Publish to GitHub Pages
uses: peaceiris/actions-gh-pages@v4
uses: peaceiris/actions-gh-pages@4f9cc6602d3f66b9c108549d475ec49e8ef4d45e # v4.0.0
with:
github_token: ${{ secrets.GITHUB_TOKEN }}
publish_dir: docs/_site

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@@ -26,7 +26,7 @@ jobs:
timeout-minutes: 10
steps:
- run: echo ${{ needs.update-packagejson.outputs.sha }}
- uses: actions/checkout@v4
- uses: Cysharp/Actions/.github/actions/checkout@main
with:
ref: ${{ needs.update-packagejson.outputs.sha }}
- uses: Cysharp/Actions/.github/actions/setup-dotnet@main
@@ -51,17 +51,17 @@ jobs:
steps:
- name: Load secrets
id: op-load-secret
uses: 1password/load-secrets-action@v2
uses: 1password/load-secrets-action@581a835fb51b8e7ec56b71cf2ffddd7e68bb25e0 # v2.0.0
with:
export-env: false
env:
OP_SERVICE_ACCOUNT_TOKEN: ${{ secrets.OP_SERVICE_ACCOUNT_TOKEN_PUBLIC }}
UNITY_EMAIL: "op://GitHubActionsPublic/UNITY_LICENSE/username"
UNITY_PASSWORD: "op://GitHubActionsPublic/UNITY_LICENSE/credential"
UNITY_SERIAL: "op://GitHubActionsPublic/UNITY_LICENSE/serial"
UNITY_EMAIL: "op://${{ vars.OP_VAULT_ACTIONS_PUBLIC }}/UNITY_LICENSE/username"
UNITY_PASSWORD: "op://${{ vars.OP_VAULT_ACTIONS_PUBLIC }}/UNITY_LICENSE/credential"
UNITY_SERIAL: "op://${{ vars.OP_VAULT_ACTIONS_PUBLIC }}/UNITY_LICENSE/serial"
- run: echo ${{ needs.update-packagejson.outputs.sha }}
- uses: actions/checkout@v4
- uses: Cysharp/Actions/.github/actions/checkout@main
with:
ref: ${{ needs.update-packagejson.outputs.sha }}
# Execute scripts: Export Package

View File

@@ -8,8 +8,7 @@ on:
jobs:
generateTOC:
name: TOC Generator
runs-on: ubuntu-latest
steps:
- uses: technote-space/toc-generator@v4.3.1
with:
TOC_TITLE: "## Table of Contents"
uses: Cysharp/Actions/.github/workflows/toc-generator.yaml@main
with:
TOC_TITLE: "## Table of Contents"
secrets: inherit

View File

@@ -33,6 +33,7 @@ For advanced tips, see blog post: [Extends UnityWebRequest via async decorator p
- [AsyncEnumerable and Async LINQ](#asyncenumerable-and-async-linq)
- [Awaitable Events](#awaitable-events)
- [Channel](#channel)
- [vs Awaitable](#vs-awaitable)
- [For Unit Testing](#for-unit-testing)
- [ThreadPool limitation](#threadpool-limitation)
- [IEnumerator.ToUniTask limitation](#ienumeratortounitask-limitation)
@@ -67,6 +68,7 @@ async UniTask<string> DemoAsync()
await SceneManager.LoadSceneAsync("scene2");
// .WithCancellation enables Cancel, GetCancellationTokenOnDestroy synchornizes with lifetime of GameObject
// after Unity 2022.2, you can use `destroyCancellationToken` in MonoBehaviour
var asset2 = await Resources.LoadAsync<TextAsset>("bar").WithCancellation(this.GetCancellationTokenOnDestroy());
// .ToUniTask accepts progress callback(and all options), Progress.Create is a lightweight alternative of IProgress<T>
@@ -160,7 +162,7 @@ UniTask provides three pattern of extension methods.
> Note: AssetBundleRequest has `asset` and `allAssets`, default await returns `asset`. If you want to get `allAssets`, you can use `AwaitForAllAssets()` method.
The type of `UniTask` can use utilities like `UniTask.WhenAll`, `UniTask.WhenAny`. They are like `Task.WhenAll`/`Task.WhenAny` but the return type is more useful. They return value tuples so you can deconstruct each result and pass multiple types.
The type of `UniTask` can use utilities like `UniTask.WhenAll`, `UniTask.WhenAny`, `UniTask.WhenEach`. They are like `Task.WhenAll`/`Task.WhenAny` but the return type is more useful. They return value tuples so you can deconstruct each result and pass multiple types.
```csharp
public async UniTaskVoid LoadManyAsync()
@@ -293,6 +295,8 @@ public class MyBehaviour : MonoBehaviour
}
```
After Unity 2022.2, Unity adds CancellationToken in [MonoBehaviour.destroyCancellationToken](https://docs.unity3d.com/ScriptReference/MonoBehaviour-destroyCancellationToken.html) and [Application.exitCancellationToken](https://docs.unity3d.com/ScriptReference/Application-exitCancellationToken.html).
When cancellation is detected, all methods throw `OperationCanceledException` and propagate upstream. When exception(not limited to `OperationCanceledException`) is not handled in async method, it is propagated finally to `UniTaskScheduler.UnobservedTaskException`. The default behaviour of received unhandled exception is to write log as exception. Log level can be changed using `UniTaskScheduler.UnobservedExceptionWriteLogType`. If you want to use custom behaviour, set an action to `UniTaskScheduler.UnobservedTaskException.`
And also `OperationCanceledException` is a special exception, this is silently ignored at `UnobservedTaskException`.
@@ -526,6 +530,9 @@ It indicates when to run, you can check [PlayerLoopList.md](https://gist.github.
In UniTask, await directly uses native timing, while `WithCancellation` and `ToUniTask` use specified timing. This is usually not a particular problem, but with `LoadSceneAsync`, it causes a different order of Start and continuation after await. So it is recommended not to use `LoadSceneAsync.ToUniTask`.
> Note: When using Unity 2023.1 or newer, ensure you have `using UnityEngine;` in the using statements of your file when working with new `UnityEngine.Awaitable` methods like `SceneManager.LoadSceneAsync`.
> This prevents compilation errors by avoiding the use of the `UnityEngine.AsyncOperation` version.
In the stacktrace, you can check where it is running in playerloop.
![image](https://user-images.githubusercontent.com/46207/83735571-83caea80-a68b-11ea-8d22-5e22864f0d24.png)
@@ -716,6 +723,19 @@ await UniTaskAsyncEnumerable.EveryUpdate().ForEachAsync(_ =>
}, token);
```
`UniTask.WhenEach` that is similar to .NET 9's `Task.WhenEach` can consume new way for await multiple tasks.
```csharp
await foreach (var result in UniTask.WhenEach(task1, task2, task3))
{
// The result is of type WhenEachResult<T>.
// It contains either `T Result` or `Exception Exception`.
// You can check `IsCompletedSuccessfully` or `IsFaulted` to determine whether to access `.Result` or `.Exception`.
// If you want to throw an exception when `IsFaulted` and retrieve the result when successful, use `GetResult()`.
Debug.Log(result.GetResult());
}
```
UniTaskAsyncEnumerable implements asynchronous LINQ, similar to LINQ in `IEnumerable<T>` or Rx in `IObservable<T>`. All standard LINQ query operators can be applied to asynchronous streams. For example, the following code shows how to apply a Where filter to a button-click asynchronous stream that runs once every two clicks.
```csharp
@@ -937,6 +957,14 @@ public class AsyncMessageBroker<T> : IDisposable
}
```
vs Awaitable
---
Unity 6 introduces the awaitable type, [Awaitable](https://docs.unity3d.com/6000.0/Documentation/ScriptReference/Awaitable.html). To put it simply, Awaitable can be considered a subset of UniTask, and in fact, Awaitable's design was influenced by UniTask. It should be able to handle PlayerLoop-based awaits, pooled Tasks, and support for cancellation with `CancellationToken` in a similar way. With its inclusion in the standard library, you may wonder whether to continue using UniTask or migrate to Awaitable. Here's a brief guide.
First, the functionality provided by Awaitable is equivalent to what coroutines offer. Instead of `yield return`, you use await; `await NextFrameAsync()` replaces `yield return null`; and there are equivalents for `WaitForSeconds` and `EndOfFrame`. However, that's the extent of it. Being coroutine-based in terms of functionality, it lacks Task-based features. In practical application development using async/await, operations like `WhenAll` are essential. Additionally, UniTask enables many frame-based operations (such as `DelayFrame`) and more flexible PlayerLoopTiming control, which are not available in Awaitable. Of course, there's no Tracker Window either.
Therefore, I recommend using UniTask for application development. UniTask is a superset of Awaitable and includes many essential features. For library development, where you want to avoid external dependencies, using Awaitable as a return type for methods would be appropriate. Awaitable can be converted to UniTask using `AsUniTask`, so there's no issue in handling Awaitable-based functionality within the UniTask library. Of course, if you don't need to worry about dependencies, using UniTask would be the best choice even for library development.
For Unit Testing
---
Unity's `[UnityTest]` attribute can test coroutine(IEnumerator) but can not test async. `UniTask.ToCoroutine` bridges async/await to coroutine so you can test async methods.
@@ -1026,6 +1054,7 @@ Use UniTask type.
| `Task.Run` | `UniTask.RunOnThreadPool` |
| `Task.WhenAll` | `UniTask.WhenAll` |
| `Task.WhenAny` | `UniTask.WhenAny` |
| `Task.WhenEach` | `UniTask.WhenEach` |
| `Task.CompletedTask` | `UniTask.CompletedTask` |
| `Task.FromException` | `UniTask.FromException` |
| `Task.FromResult` | `UniTask.FromResult` |

File diff suppressed because it is too large Load Diff

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@@ -0,0 +1,69 @@
using Cysharp.Threading.Tasks;
using FluentAssertions;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Xunit;
namespace NetCoreTests
{
public class WhenEachTest
{
[Fact]
public async Task Each()
{
var a = Delay(1, 3000);
var b = Delay(2, 1000);
var c = Delay(3, 2000);
var l = new List<int>();
await foreach (var item in UniTask.WhenEach(a, b, c))
{
l.Add(item.Result);
}
l.Should().Equal(2, 3, 1);
}
[Fact]
public async Task Error()
{
var a = Delay2(1, 3000);
var b = Delay2(2, 1000);
var c = Delay2(3, 2000);
var l = new List<WhenEachResult<int>>();
await foreach (var item in UniTask.WhenEach(a, b, c))
{
l.Add(item);
}
l[0].IsCompletedSuccessfully.Should().BeTrue();
l[0].IsFaulted.Should().BeFalse();
l[0].Result.Should().Be(2);
l[1].IsCompletedSuccessfully.Should().BeFalse();
l[1].IsFaulted.Should().BeTrue();
l[1].Exception.Message.Should().Be("ERROR");
l[2].IsCompletedSuccessfully.Should().BeTrue();
l[2].IsFaulted.Should().BeFalse();
l[2].Result.Should().Be(1);
}
async UniTask<int> Delay(int id, int sleep)
{
await Task.Delay(sleep);
return id;
}
async UniTask<int> Delay2(int id, int sleep)
{
await Task.Delay(sleep);
if (id == 3) throw new Exception("ERROR");
return id;
}
}
}

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@@ -67,13 +67,13 @@ namespace Cysharp.Threading.Tasks
return (UniTask.FromCanceled(cancellationToken), default(CancellationTokenRegistration));
}
var promise = new UniTaskCompletionSource();
var promise = AutoResetUniTaskCompletionSource.Create();
return (promise.Task, cancellationToken.RegisterWithoutCaptureExecutionContext(cancellationTokenCallback, promise));
}
static void Callback(object state)
{
var promise = (UniTaskCompletionSource)state;
var promise = (AutoResetUniTaskCompletionSource)state;
promise.TrySetResult();
}

View File

@@ -91,7 +91,7 @@ namespace Cysharp.Threading.Tasks
{
readonly Queue<T> items;
readonly SingleConsumerUnboundedChannelReader readerSource;
UniTaskCompletionSource completedTaskSource;
AutoResetUniTaskCompletionSource completedTaskSource;
UniTask completedTask;
Exception completionError;
@@ -208,7 +208,7 @@ namespace Cysharp.Threading.Tasks
return parent.completedTask;
}
parent.completedTaskSource = new UniTaskCompletionSource();
parent.completedTaskSource = AutoResetUniTaskCompletionSource.Create();
return parent.completedTaskSource.Task;
}
}

View File

@@ -36,11 +36,11 @@ namespace Cysharp.Threading.Tasks.Linq
public UniTask<bool> MoveNextAsync()
{
var tcs = new UniTaskCompletionSource<bool>();
var tcs = AutoResetUniTaskCompletionSource<bool>.Create();
cancellationToken.Register(state =>
{
var task = (UniTaskCompletionSource<bool>)state;
var task = (AutoResetUniTaskCompletionSource<bool>)state;
task.TrySetCanceled(cancellationToken);
}, tcs);

View File

@@ -18,13 +18,13 @@ namespace Cysharp.Threading.Tasks
#endif
/// <summary>This CancellationToken is canceled when the MonoBehaviour will be destroyed.</summary>
/// <summary>This CancellationToken is canceled when the GameObject will be destroyed.</summary>
public static CancellationToken GetCancellationTokenOnDestroy(this GameObject gameObject)
{
return gameObject.GetAsyncDestroyTrigger().CancellationToken;
}
/// <summary>This CancellationToken is canceled when the MonoBehaviour will be destroyed.</summary>
/// <summary>This CancellationToken is canceled when the Component will be destroyed.</summary>
public static CancellationToken GetCancellationTokenOnDestroy(this Component component)
{
#if UNITY_2022_2_OR_NEWER

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@@ -184,6 +184,78 @@ namespace Cysharp.Threading.Tasks
return () => asyncAction(state).Forget();
}
/// <summary>
/// Create async void(UniTaskVoid) UnityAction.
/// For example: onClick.AddListener(UniTask.UnityAction(async (T arg) => { /* */ } ))
/// </summary>
public static UnityEngine.Events.UnityAction<T> UnityAction<T>(Func<T, UniTaskVoid> asyncAction)
{
return (arg) => asyncAction(arg).Forget();
}
/// <summary>
/// Create async void(UniTaskVoid) UnityAction.
/// For example: onClick.AddListener(UniTask.UnityAction(async (T0 arg0, T1 arg1) => { /* */ } ))
/// </summary>
public static UnityEngine.Events.UnityAction<T0, T1> UnityAction<T0, T1>(Func<T0, T1, UniTaskVoid> asyncAction)
{
return (arg0, arg1) => asyncAction(arg0, arg1).Forget();
}
/// <summary>
/// Create async void(UniTaskVoid) UnityAction.
/// For example: onClick.AddListener(UniTask.UnityAction(async (T0 arg0, T1 arg1, T2 arg2) => { /* */ } ))
/// </summary>
public static UnityEngine.Events.UnityAction<T0, T1, T2> UnityAction<T0, T1, T2>(Func<T0, T1, T2, UniTaskVoid> asyncAction)
{
return (arg0, arg1, arg2) => asyncAction(arg0, arg1, arg2).Forget();
}
/// <summary>
/// Create async void(UniTaskVoid) UnityAction.
/// For example: onClick.AddListener(UniTask.UnityAction(async (T0 arg0, T1 arg1, T2 arg2, T3 arg3) => { /* */ } ))
/// </summary>
public static UnityEngine.Events.UnityAction<T0, T1, T2, T3> UnityAction<T0, T1, T2, T3>(Func<T0, T1, T2, T3, UniTaskVoid> asyncAction)
{
return (arg0, arg1, arg2, arg3) => asyncAction(arg0, arg1, arg2, arg3).Forget();
}
// <summary>
/// Create async void(UniTaskVoid) UnityAction.
/// For example: onClick.AddListener(UniTask.UnityAction(async (T arg, CancellationToken cancellationToken) => { /* */ } ))
/// </summary>
public static UnityEngine.Events.UnityAction<T> UnityAction<T>(Func<T, CancellationToken, UniTaskVoid> asyncAction, CancellationToken cancellationToken)
{
return (arg) => asyncAction(arg, cancellationToken).Forget();
}
/// <summary>
/// Create async void(UniTaskVoid) UnityAction.
/// For example: onClick.AddListener(UniTask.UnityAction(async (T0 arg0, T1 arg1, CancellationToken cancellationToken) => { /* */ } ))
/// </summary>
public static UnityEngine.Events.UnityAction<T0, T1> UnityAction<T0, T1>(Func<T0, T1, CancellationToken, UniTaskVoid> asyncAction, CancellationToken cancellationToken)
{
return (arg0, arg1) => asyncAction(arg0, arg1, cancellationToken).Forget();
}
/// <summary>
/// Create async void(UniTaskVoid) UnityAction.
/// For example: onClick.AddListener(UniTask.UnityAction(async (T0 arg0, T1 arg1, T2 arg2, CancellationToken cancellationToken) => { /* */ } ))
/// </summary>
public static UnityEngine.Events.UnityAction<T0, T1, T2> UnityAction<T0, T1, T2>(Func<T0, T1, T2, CancellationToken, UniTaskVoid> asyncAction, CancellationToken cancellationToken)
{
return (arg0, arg1, arg2) => asyncAction(arg0, arg1, arg2, cancellationToken).Forget();
}
/// <summary>
/// Create async void(UniTaskVoid) UnityAction.
/// For example: onClick.AddListener(UniTask.UnityAction(async (T0 arg0, T1 arg1, T2 arg2, T3 arg3, CancellationToken cancellationToken) => { /* */ } ))
/// </summary>
public static UnityEngine.Events.UnityAction<T0, T1, T2, T3> UnityAction<T0, T1, T2, T3>(Func<T0, T1, T2, T3, CancellationToken, UniTaskVoid> asyncAction, CancellationToken cancellationToken)
{
return (arg0, arg1, arg2, arg3) => asyncAction(arg0, arg1, arg2, arg3, cancellationToken).Forget();
}
#endif
/// <summary>

View File

@@ -0,0 +1,183 @@
using Cysharp.Threading.Tasks.Internal;
using System;
using System.Collections.Generic;
using System.Runtime.ExceptionServices;
using System.Threading;
namespace Cysharp.Threading.Tasks
{
public partial struct UniTask
{
public static IUniTaskAsyncEnumerable<WhenEachResult<T>> WhenEach<T>(IEnumerable<UniTask<T>> tasks)
{
return new WhenEachEnumerable<T>(tasks);
}
public static IUniTaskAsyncEnumerable<WhenEachResult<T>> WhenEach<T>(params UniTask<T>[] tasks)
{
return new WhenEachEnumerable<T>(tasks);
}
}
public readonly struct WhenEachResult<T>
{
public T Result { get; }
public Exception Exception { get; }
//[MemberNotNullWhen(false, nameof(Exception))]
public bool IsCompletedSuccessfully => Exception == null;
//[MemberNotNullWhen(true, nameof(Exception))]
public bool IsFaulted => Exception != null;
public WhenEachResult(T result)
{
this.Result = result;
this.Exception = null;
}
public WhenEachResult(Exception exception)
{
if (exception == null) throw new ArgumentNullException(nameof(exception));
this.Result = default;
this.Exception = exception;
}
public void TryThrow()
{
if (IsFaulted)
{
ExceptionDispatchInfo.Capture(Exception).Throw();
}
}
public T GetResult()
{
if (IsFaulted)
{
ExceptionDispatchInfo.Capture(Exception).Throw();
}
return Result;
}
public override string ToString()
{
if (IsCompletedSuccessfully)
{
return Result?.ToString() ?? "";
}
else
{
return $"Exception{{{Exception.Message}}}";
}
}
}
internal enum WhenEachState : byte
{
NotRunning,
Running,
Completed
}
internal sealed class WhenEachEnumerable<T> : IUniTaskAsyncEnumerable<WhenEachResult<T>>
{
IEnumerable<UniTask<T>> source;
public WhenEachEnumerable(IEnumerable<UniTask<T>> source)
{
this.source = source;
}
public IUniTaskAsyncEnumerator<WhenEachResult<T>> GetAsyncEnumerator(CancellationToken cancellationToken = default)
{
return new Enumerator(source, cancellationToken);
}
sealed class Enumerator : IUniTaskAsyncEnumerator<WhenEachResult<T>>
{
readonly IEnumerable<UniTask<T>> source;
CancellationToken cancellationToken;
Channel<WhenEachResult<T>> channel;
IUniTaskAsyncEnumerator<WhenEachResult<T>> channelEnumerator;
int completeCount;
WhenEachState state;
public Enumerator(IEnumerable<UniTask<T>> source, CancellationToken cancellationToken)
{
this.source = source;
this.cancellationToken = cancellationToken;
}
public WhenEachResult<T> Current => channelEnumerator.Current;
public UniTask<bool> MoveNextAsync()
{
cancellationToken.ThrowIfCancellationRequested();
if (state == WhenEachState.NotRunning)
{
state = WhenEachState.Running;
channel = Channel.CreateSingleConsumerUnbounded<WhenEachResult<T>>();
channelEnumerator = channel.Reader.ReadAllAsync().GetAsyncEnumerator(cancellationToken);
if (source is UniTask<T>[] array)
{
ConsumeAll(this, array, array.Length);
}
else
{
using (var rentArray = ArrayPoolUtil.Materialize(source))
{
ConsumeAll(this, rentArray.Array, rentArray.Length);
}
}
}
return channelEnumerator.MoveNextAsync();
}
static void ConsumeAll(Enumerator self, UniTask<T>[] array, int length)
{
for (int i = 0; i < length; i++)
{
RunWhenEachTask(self, array[i], length).Forget();
}
}
static async UniTaskVoid RunWhenEachTask(Enumerator self, UniTask<T> task, int length)
{
try
{
var result = await task;
self.channel.Writer.TryWrite(new WhenEachResult<T>(result));
}
catch (Exception ex)
{
self.channel.Writer.TryWrite(new WhenEachResult<T>(ex));
}
if (Interlocked.Increment(ref self.completeCount) == length)
{
self.state = WhenEachState.Completed;
self.channel.Writer.TryComplete();
}
}
public async UniTask DisposeAsync()
{
if (channelEnumerator != null)
{
await channelEnumerator.DisposeAsync();
}
if (state != WhenEachState.Completed)
{
state = WhenEachState.Completed;
channel.Writer.TryComplete(new OperationCanceledException());
}
}
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 7cac24fdda5112047a1cd3dd66b542c4
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -16,11 +16,11 @@ namespace Cysharp.Threading.Tasks
/// </summary>
public static UniTask<T> AsUniTask<T>(this Task<T> task, bool useCurrentSynchronizationContext = true)
{
var promise = new UniTaskCompletionSource<T>();
var promise = AutoResetUniTaskCompletionSource<T>.Create();
task.ContinueWith((x, state) =>
{
var p = (UniTaskCompletionSource<T>)state;
var p = (AutoResetUniTaskCompletionSource<T>)state;
switch (x.Status)
{
@@ -46,11 +46,11 @@ namespace Cysharp.Threading.Tasks
/// </summary>
public static UniTask AsUniTask(this Task task, bool useCurrentSynchronizationContext = true)
{
var promise = new UniTaskCompletionSource();
var promise = AutoResetUniTaskCompletionSource.Create();
task.ContinueWith((x, state) =>
{
var p = (UniTaskCompletionSource)state;
var p = (AutoResetUniTaskCompletionSource)state;
switch (x.Status)
{

View File

@@ -11,7 +11,7 @@ namespace Cysharp.Threading.Tasks
{
public static UniTask<T> ToUniTask<T>(this IObservable<T> source, bool useFirstValue = false, CancellationToken cancellationToken = default)
{
var promise = new UniTaskCompletionSource<T>();
var promise = AutoResetUniTaskCompletionSource<T>.Create();
var disposable = new SingleAssignmentDisposable();
var observer = useFirstValue
@@ -109,7 +109,7 @@ namespace Cysharp.Threading.Tasks
{
static readonly Action<object> callback = OnCanceled;
readonly UniTaskCompletionSource<T> promise;
readonly IPromise<T> promise;
readonly SingleAssignmentDisposable disposable;
readonly CancellationToken cancellationToken;
readonly CancellationTokenRegistration registration;
@@ -117,7 +117,7 @@ namespace Cysharp.Threading.Tasks
bool hasValue;
T latestValue;
public ToUniTaskObserver(UniTaskCompletionSource<T> promise, SingleAssignmentDisposable disposable, CancellationToken cancellationToken)
public ToUniTaskObserver(IPromise<T> promise, SingleAssignmentDisposable disposable, CancellationToken cancellationToken)
{
this.promise = promise;
this.disposable = disposable;
@@ -180,14 +180,14 @@ namespace Cysharp.Threading.Tasks
{
static readonly Action<object> callback = OnCanceled;
readonly UniTaskCompletionSource<T> promise;
readonly IPromise<T> promise;
readonly SingleAssignmentDisposable disposable;
readonly CancellationToken cancellationToken;
readonly CancellationTokenRegistration registration;
bool hasValue;
public FirstValueToUniTaskObserver(UniTaskCompletionSource<T> promise, SingleAssignmentDisposable disposable, CancellationToken cancellationToken)
public FirstValueToUniTaskObserver(IPromise<T> promise, SingleAssignmentDisposable disposable, CancellationToken cancellationToken)
{
this.promise = promise;
this.disposable = disposable;

View File

@@ -0,0 +1,386 @@
// AsyncInstantiateOperation was added since Unity 2022.3.20 / 2023.3.0b7
#if UNITY_2022_3 && !(UNITY_2022_3_0 || UNITY_2022_3_1 || UNITY_2022_3_2 || UNITY_2022_3_3 || UNITY_2022_3_4 || UNITY_2022_3_5 || UNITY_2022_3_6 || UNITY_2022_3_7 || UNITY_2022_3_8 || UNITY_2022_3_9 || UNITY_2022_3_10 || UNITY_2022_3_11 || UNITY_2022_3_12 || UNITY_2022_3_13 || UNITY_2022_3_14 || UNITY_2022_3_15 || UNITY_2022_3_16 || UNITY_2022_3_17 || UNITY_2022_3_18 || UNITY_2022_3_19)
#define UNITY_2022_SUPPORT
#endif
#if UNITY_2022_SUPPORT || UNITY_2023_3_OR_NEWER
using Cysharp.Threading.Tasks.Internal;
using System;
using System.Threading;
using UnityEngine;
namespace Cysharp.Threading.Tasks
{
public static class AsyncInstantiateOperationExtensions
{
// AsyncInstantiateOperation<T> has GetAwaiter so no need to impl
// public static UniTask<T[]>.Awaiter GetAwaiter<T>(this AsyncInstantiateOperation<T> operation) where T : Object
public static UniTask<UnityEngine.Object[]> WithCancellation<T>(this AsyncInstantiateOperation asyncOperation, CancellationToken cancellationToken)
{
return ToUniTask(asyncOperation, cancellationToken: cancellationToken);
}
public static UniTask<UnityEngine.Object[]> WithCancellation<T>(this AsyncInstantiateOperation asyncOperation, CancellationToken cancellationToken, bool cancelImmediately)
{
return ToUniTask(asyncOperation, cancellationToken: cancellationToken, cancelImmediately: cancelImmediately);
}
public static UniTask<UnityEngine.Object[]> ToUniTask(this AsyncInstantiateOperation asyncOperation, IProgress<float> progress = null, PlayerLoopTiming timing = PlayerLoopTiming.Update, CancellationToken cancellationToken = default(CancellationToken), bool cancelImmediately = false)
{
Error.ThrowArgumentNullException(asyncOperation, nameof(asyncOperation));
if (cancellationToken.IsCancellationRequested) return UniTask.FromCanceled<UnityEngine.Object[]>(cancellationToken);
if (asyncOperation.isDone) return UniTask.FromResult(asyncOperation.Result);
return new UniTask<UnityEngine.Object[]>(AsyncInstantiateOperationConfiguredSource.Create(asyncOperation, timing, progress, cancellationToken, cancelImmediately, out var token), token);
}
public static UniTask<T[]> WithCancellation<T>(this AsyncInstantiateOperation<T> asyncOperation, CancellationToken cancellationToken)
where T : UnityEngine.Object
{
return ToUniTask(asyncOperation, cancellationToken: cancellationToken);
}
public static UniTask<T[]> WithCancellation<T>(this AsyncInstantiateOperation<T> asyncOperation, CancellationToken cancellationToken, bool cancelImmediately)
where T : UnityEngine.Object
{
return ToUniTask(asyncOperation, cancellationToken: cancellationToken, cancelImmediately: cancelImmediately);
}
public static UniTask<T[]> ToUniTask<T>(this AsyncInstantiateOperation<T> asyncOperation, IProgress<float> progress = null, PlayerLoopTiming timing = PlayerLoopTiming.Update, CancellationToken cancellationToken = default(CancellationToken), bool cancelImmediately = false)
where T : UnityEngine.Object
{
Error.ThrowArgumentNullException(asyncOperation, nameof(asyncOperation));
if (cancellationToken.IsCancellationRequested) return UniTask.FromCanceled<T[]>(cancellationToken);
if (asyncOperation.isDone) return UniTask.FromResult(asyncOperation.Result);
return new UniTask<T[]>(AsyncInstantiateOperationConfiguredSource<T>.Create(asyncOperation, timing, progress, cancellationToken, cancelImmediately, out var token), token);
}
sealed class AsyncInstantiateOperationConfiguredSource : IUniTaskSource<UnityEngine.Object[]>, IPlayerLoopItem, ITaskPoolNode<AsyncInstantiateOperationConfiguredSource>
{
static TaskPool<AsyncInstantiateOperationConfiguredSource> pool;
AsyncInstantiateOperationConfiguredSource nextNode;
public ref AsyncInstantiateOperationConfiguredSource NextNode => ref nextNode;
static AsyncInstantiateOperationConfiguredSource()
{
TaskPool.RegisterSizeGetter(typeof(AsyncInstantiateOperationConfiguredSource), () => pool.Size);
}
AsyncInstantiateOperation asyncOperation;
IProgress<float> progress;
CancellationToken cancellationToken;
CancellationTokenRegistration cancellationTokenRegistration;
bool cancelImmediately;
bool completed;
UniTaskCompletionSourceCore<UnityEngine.Object[]> core;
Action<AsyncOperation> continuationAction;
AsyncInstantiateOperationConfiguredSource()
{
continuationAction = Continuation;
}
public static IUniTaskSource<UnityEngine.Object[]> Create(AsyncInstantiateOperation asyncOperation, PlayerLoopTiming timing, IProgress<float> progress, CancellationToken cancellationToken, bool cancelImmediately, out short token)
{
if (cancellationToken.IsCancellationRequested)
{
return AutoResetUniTaskCompletionSource<UnityEngine.Object[]>.CreateFromCanceled(cancellationToken, out token);
}
if (!pool.TryPop(out var result))
{
result = new AsyncInstantiateOperationConfiguredSource();
}
result.asyncOperation = asyncOperation;
result.progress = progress;
result.cancellationToken = cancellationToken;
result.cancelImmediately = cancelImmediately;
result.completed = false;
asyncOperation.completed += result.continuationAction;
if (cancelImmediately && cancellationToken.CanBeCanceled)
{
result.cancellationTokenRegistration = cancellationToken.RegisterWithoutCaptureExecutionContext(state =>
{
var source = (AsyncInstantiateOperationConfiguredSource)state;
source.core.TrySetCanceled(source.cancellationToken);
}, result);
}
TaskTracker.TrackActiveTask(result, 3);
PlayerLoopHelper.AddAction(timing, result);
token = result.core.Version;
return result;
}
public UnityEngine.Object[] GetResult(short token)
{
try
{
return core.GetResult(token);
}
finally
{
if (!(cancelImmediately && cancellationToken.IsCancellationRequested))
{
TryReturn();
}
else
{
TaskTracker.RemoveTracking(this);
}
}
}
void IUniTaskSource.GetResult(short token)
{
GetResult(token);
}
public UniTaskStatus GetStatus(short token)
{
return core.GetStatus(token);
}
public UniTaskStatus UnsafeGetStatus()
{
return core.UnsafeGetStatus();
}
public void OnCompleted(Action<object> continuation, object state, short token)
{
core.OnCompleted(continuation, state, token);
}
public bool MoveNext()
{
// Already completed
if (completed || asyncOperation == null)
{
return false;
}
if (cancellationToken.IsCancellationRequested)
{
core.TrySetCanceled(cancellationToken);
return false;
}
if (progress != null)
{
progress.Report(asyncOperation.progress);
}
if (asyncOperation.isDone)
{
core.TrySetResult(asyncOperation.Result);
return false;
}
return true;
}
bool TryReturn()
{
TaskTracker.RemoveTracking(this);
core.Reset();
asyncOperation.completed -= continuationAction;
asyncOperation = default;
progress = default;
cancellationToken = default;
cancellationTokenRegistration.Dispose();
cancelImmediately = default;
return pool.TryPush(this);
}
void Continuation(AsyncOperation _)
{
if (completed)
{
return;
}
completed = true;
if (cancellationToken.IsCancellationRequested)
{
core.TrySetCanceled(cancellationToken);
}
else
{
core.TrySetResult(asyncOperation.Result);
}
}
}
sealed class AsyncInstantiateOperationConfiguredSource<T> : IUniTaskSource<T[]>, IPlayerLoopItem, ITaskPoolNode<AsyncInstantiateOperationConfiguredSource<T>>
where T : UnityEngine.Object
{
static TaskPool<AsyncInstantiateOperationConfiguredSource<T>> pool;
AsyncInstantiateOperationConfiguredSource<T> nextNode;
public ref AsyncInstantiateOperationConfiguredSource<T> NextNode => ref nextNode;
static AsyncInstantiateOperationConfiguredSource()
{
TaskPool.RegisterSizeGetter(typeof(AsyncInstantiateOperationConfiguredSource<T>), () => pool.Size);
}
AsyncInstantiateOperation<T> asyncOperation;
IProgress<float> progress;
CancellationToken cancellationToken;
CancellationTokenRegistration cancellationTokenRegistration;
bool cancelImmediately;
bool completed;
UniTaskCompletionSourceCore<T[]> core;
Action<AsyncOperation> continuationAction;
AsyncInstantiateOperationConfiguredSource()
{
continuationAction = Continuation;
}
public static IUniTaskSource<T[]> Create(AsyncInstantiateOperation<T> asyncOperation, PlayerLoopTiming timing, IProgress<float> progress, CancellationToken cancellationToken, bool cancelImmediately, out short token)
{
if (cancellationToken.IsCancellationRequested)
{
return AutoResetUniTaskCompletionSource<T[]>.CreateFromCanceled(cancellationToken, out token);
}
if (!pool.TryPop(out var result))
{
result = new AsyncInstantiateOperationConfiguredSource<T>();
}
result.asyncOperation = asyncOperation;
result.progress = progress;
result.cancellationToken = cancellationToken;
result.cancelImmediately = cancelImmediately;
result.completed = false;
asyncOperation.completed += result.continuationAction;
if (cancelImmediately && cancellationToken.CanBeCanceled)
{
result.cancellationTokenRegistration = cancellationToken.RegisterWithoutCaptureExecutionContext(state =>
{
var source = (AsyncInstantiateOperationConfiguredSource<T>)state;
source.core.TrySetCanceled(source.cancellationToken);
}, result);
}
TaskTracker.TrackActiveTask(result, 3);
PlayerLoopHelper.AddAction(timing, result);
token = result.core.Version;
return result;
}
public T[] GetResult(short token)
{
try
{
return core.GetResult(token);
}
finally
{
if (!(cancelImmediately && cancellationToken.IsCancellationRequested))
{
TryReturn();
}
else
{
TaskTracker.RemoveTracking(this);
}
}
}
void IUniTaskSource.GetResult(short token)
{
GetResult(token);
}
public UniTaskStatus GetStatus(short token)
{
return core.GetStatus(token);
}
public UniTaskStatus UnsafeGetStatus()
{
return core.UnsafeGetStatus();
}
public void OnCompleted(Action<object> continuation, object state, short token)
{
core.OnCompleted(continuation, state, token);
}
public bool MoveNext()
{
// Already completed
if (completed || asyncOperation == null)
{
return false;
}
if (cancellationToken.IsCancellationRequested)
{
core.TrySetCanceled(cancellationToken);
return false;
}
if (progress != null)
{
progress.Report(asyncOperation.progress);
}
if (asyncOperation.isDone)
{
core.TrySetResult(asyncOperation.Result);
return false;
}
return true;
}
bool TryReturn()
{
TaskTracker.RemoveTracking(this);
core.Reset();
asyncOperation.completed -= continuationAction;
asyncOperation = default;
progress = default;
cancellationToken = default;
cancellationTokenRegistration.Dispose();
cancelImmediately = default;
return pool.TryPush(this);
}
void Continuation(AsyncOperation _)
{
if (completed)
{
return;
}
completed = true;
if (cancellationToken.IsCancellationRequested)
{
core.TrySetCanceled(cancellationToken);
}
else
{
core.TrySetResult(asyncOperation.Result);
}
}
}
}
}
#endif

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 8321f4244edfdcd4798b4fcc92a736c9
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -2,7 +2,7 @@
"name": "com.cysharp.unitask",
"displayName": "UniTask",
"author": { "name": "Cysharp, Inc.", "url": "https://cysharp.co.jp/en/" },
"version": "2.5.7",
"version": "2.5.10",
"unity": "2018.4",
"description": "Provides an efficient async/await integration to Unity.",
"keywords": [ "async/await", "async", "Task", "UniTask" ],

View File

@@ -18,6 +18,7 @@ using UnityEngine.SceneManagement;
using UnityEngine.Rendering;
using System.IO;
using System.Linq.Expressions;
using UnityEngine.Events;
@@ -119,7 +120,28 @@ public class AsyncMessageBroker<T> : IDisposable
connection.Dispose();
}
}
public class WhenEachTest
{
public async UniTask Each()
{
var a = Delay(1, 3000);
var b = Delay(2, 1000);
var c = Delay(3, 2000);
var l = new List<int>();
await foreach (var item in UniTask.WhenEach(a, b, c))
{
Debug.Log(item.Result);
}
}
async UniTask<int> Delay(int id, int sleep)
{
await UniTask.Delay(sleep);
return id;
}
}
public class SandboxMain : MonoBehaviour
{
@@ -147,6 +169,19 @@ public class SandboxMain : MonoBehaviour
Debug.Log("Again");
// var foo = InstantiateAsync<SandboxMain>(this).ToUniTask();
// var tako = await foo;
//UnityAction action;
return 10;
}
@@ -557,6 +592,7 @@ public class SandboxMain : MonoBehaviour
async UniTaskVoid Start()
{
await new WhenEachTest().Each();
// UniTask.Delay(TimeSpan.FromSeconds(1)).TimeoutWithoutException

View File

@@ -13,7 +13,7 @@ OcclusionCullingSettings:
--- !u!104 &2
RenderSettings:
m_ObjectHideFlags: 0
serializedVersion: 9
serializedVersion: 10
m_Fog: 0
m_FogColor: {r: 0.5, g: 0.5, b: 0.5, a: 1}
m_FogMode: 3
@@ -43,7 +43,6 @@ RenderSettings:
LightmapSettings:
m_ObjectHideFlags: 0
serializedVersion: 12
m_GIWorkflowMode: 1
m_GISettings:
serializedVersion: 2
m_BounceScale: 1
@@ -66,9 +65,6 @@ LightmapSettings:
m_LightmapParameters: {fileID: 0}
m_LightmapsBakeMode: 1
m_TextureCompression: 1
m_FinalGather: 0
m_FinalGatherFiltering: 1
m_FinalGatherRayCount: 256
m_ReflectionCompression: 2
m_MixedBakeMode: 2
m_BakeBackend: 0
@@ -719,7 +715,6 @@ GameObject:
- component: {fileID: 1556045507}
- component: {fileID: 1556045506}
- component: {fileID: 1556045505}
- component: {fileID: 1556045509}
m_Layer: 0
m_Name: Canvas
m_TagString: Untagged
@@ -812,18 +807,6 @@ RectTransform:
m_AnchoredPosition: {x: 0, y: 0}
m_SizeDelta: {x: 0, y: 0}
m_Pivot: {x: 0, y: 0}
--- !u!114 &1556045509
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1556045504}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: a478e5f6126dc184ca902adfb35401b4, type: 3}
m_Name:
m_EditorClassIdentifier:
--- !u!1 &1584557231
GameObject:
m_ObjectHideFlags: 0

View File

@@ -145,7 +145,7 @@ namespace Cysharp.Threading.TasksTests
public int MyProperty { get; set; }
}
class MyBoolenClass
class MyBooleanClass
{
public bool MyProperty { get; set; }
}
@@ -167,7 +167,7 @@ namespace Cysharp.Threading.TasksTests
[UnityTest]
public IEnumerator WaitUntilWithState() => UniTask.ToCoroutine(async () =>
{
var v = new MyBoolenClass { MyProperty = false };
var v = new MyBooleanClass { MyProperty = false };
UniTask.DelayFrame(10, PlayerLoopTiming.PostLateUpdate).ContinueWith(() => v.MyProperty = true).Forget();
@@ -195,7 +195,7 @@ namespace Cysharp.Threading.TasksTests
[UnityTest]
public IEnumerator WaitWhileWithState() => UniTask.ToCoroutine(async () =>
{
var v = new MyBoolenClass { MyProperty = true };
var v = new MyBooleanClass { MyProperty = true };
UniTask.DelayFrame(10, PlayerLoopTiming.PostLateUpdate).ContinueWith(() => v.MyProperty = false).Forget();

View File

@@ -1,4 +1,6 @@
using Cysharp.Threading.Tasks;
#pragma warning disable CS0618
using Cysharp.Threading.Tasks;
using Cysharp.Threading.Tasks.Linq;
using FluentAssertions;
using NUnit.Framework;

View File

@@ -1,4 +1,6 @@
#if !(UNITY_4_5 || UNITY_4_6 || UNITY_4_7 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2)
#pragma warning disable CS0618
#if !(UNITY_4_5 || UNITY_4_6 || UNITY_4_7 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2)
#pragma warning disable CS1591 // Missing XML comment for publicly visible type or member
using UnityEngine;