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12 Commits

Author SHA1 Message Date
TORISOUP
b02876e1df chore(docs): update TOC 2025-01-06 12:09:26 +00:00
TORISOUP
17bbb168b4 add TMP_Dropdown extension 2025-01-06 21:08:39 +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
7 changed files with 329 additions and 233 deletions

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@@ -33,6 +33,7 @@ For advanced tips, see blog post: [Extends UnityWebRequest via async decorator p
- [AsyncEnumerable and Async LINQ](#asyncenumerable-and-async-linq) - [AsyncEnumerable and Async LINQ](#asyncenumerable-and-async-linq)
- [Awaitable Events](#awaitable-events) - [Awaitable Events](#awaitable-events)
- [Channel](#channel) - [Channel](#channel)
- [vs Awaitable](#vs-awaitable)
- [For Unit Testing](#for-unit-testing) - [For Unit Testing](#for-unit-testing)
- [ThreadPool limitation](#threadpool-limitation) - [ThreadPool limitation](#threadpool-limitation)
- [IEnumerator.ToUniTask limitation](#ienumeratortounitask-limitation) - [IEnumerator.ToUniTask limitation](#ienumeratortounitask-limitation)
@@ -67,6 +68,7 @@ async UniTask<string> DemoAsync()
await SceneManager.LoadSceneAsync("scene2"); await SceneManager.LoadSceneAsync("scene2");
// .WithCancellation enables Cancel, GetCancellationTokenOnDestroy synchornizes with lifetime of GameObject // .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()); 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> // .ToUniTask accepts progress callback(and all options), Progress.Create is a lightweight alternative of IProgress<T>
@@ -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.` 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`. And also `OperationCanceledException` is a special exception, this is silently ignored at `UnobservedTaskException`.
@@ -953,6 +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 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. 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.

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@@ -0,0 +1,43 @@
#if UNITASK_TEXTMESHPRO_SUPPORT
using System;
using System.Threading;
using TMPro;
namespace Cysharp.Threading.Tasks
{
public static partial class TextMeshProAsyncExtensions
{
public static IAsyncValueChangedEventHandler<int> GetAsyncValueChangedEventHandler(this TMP_Dropdown dropdown)
{
return new AsyncUnityEventHandler<int>(dropdown.onValueChanged, dropdown.GetCancellationTokenOnDestroy(), false);
}
public static IAsyncValueChangedEventHandler<int> GetAsyncValueChangedEventHandler(this TMP_Dropdown dropdown, CancellationToken cancellationToken)
{
return new AsyncUnityEventHandler<int>(dropdown.onValueChanged, cancellationToken, false);
}
public static UniTask<int> OnValueChangedAsync(this TMP_Dropdown dropdown)
{
return new AsyncUnityEventHandler<int>(dropdown.onValueChanged, dropdown.GetCancellationTokenOnDestroy(), true).OnInvokeAsync();
}
public static UniTask<int> OnValueChangedAsync(this TMP_Dropdown dropdown, CancellationToken cancellationToken)
{
return new AsyncUnityEventHandler<int>(dropdown.onValueChanged, cancellationToken, true).OnInvokeAsync();
}
public static IUniTaskAsyncEnumerable<int> OnValueChangedAsAsyncEnumerable(this TMP_Dropdown dropdown)
{
return new UnityEventHandlerAsyncEnumerable<int>(dropdown.onValueChanged, dropdown.GetCancellationTokenOnDestroy());
}
public static IUniTaskAsyncEnumerable<int> OnValueChangedAsAsyncEnumerable(this TMP_Dropdown dropdown, CancellationToken cancellationToken)
{
return new UnityEventHandlerAsyncEnumerable<int>(dropdown.onValueChanged, cancellationToken);
}
}
}
#endif

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: b858132b120c42b99cac55fd06dd32d3
timeCreated: 1736165018

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@@ -39,7 +39,7 @@ namespace Cysharp.Threading.Tasks
public WhenEachResult(Exception exception) public WhenEachResult(Exception exception)
{ {
if (exception == null) throw new ArgumentNullException(nameof(exception)); if (exception == null) throw new ArgumentNullException(nameof(exception));
this.Result = default!; this.Result = default;
this.Exception = exception; this.Exception = exception;
} }
@@ -144,24 +144,24 @@ namespace Cysharp.Threading.Tasks
{ {
RunWhenEachTask(self, array[i], length).Forget(); RunWhenEachTask(self, array[i], length).Forget();
} }
}
static async UniTaskVoid RunWhenEachTask(Enumerator self, UniTask<T> task, int length) static async UniTaskVoid RunWhenEachTask(Enumerator self, UniTask<T> task, int length)
{
try
{ {
try var result = await task;
{ self.channel.Writer.TryWrite(new WhenEachResult<T>(result));
var result = await task; }
self.channel.Writer.TryWrite(new WhenEachResult<T>(result)); catch (Exception ex)
} {
catch (Exception ex) self.channel.Writer.TryWrite(new WhenEachResult<T>(ex));
{ }
self.channel.Writer.TryWrite(new WhenEachResult<T>(ex));
}
if (Interlocked.Increment(ref self.completeCount) == length) if (Interlocked.Increment(ref self.completeCount) == length)
{ {
self.state = WhenEachState.Completed; self.state = WhenEachState.Completed;
self.channel.Writer.TryComplete(); self.channel.Writer.TryComplete();
}
} }
} }

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@@ -2,7 +2,7 @@
"name": "com.cysharp.unitask", "name": "com.cysharp.unitask",
"displayName": "UniTask", "displayName": "UniTask",
"author": { "name": "Cysharp, Inc.", "url": "https://cysharp.co.jp/en/" }, "author": { "name": "Cysharp, Inc.", "url": "https://cysharp.co.jp/en/" },
"version": "2.5.9", "version": "2.5.10",
"unity": "2018.4", "unity": "2018.4",
"description": "Provides an efficient async/await integration to Unity.", "description": "Provides an efficient async/await integration to Unity.",
"keywords": [ "async/await", "async", "Task", "UniTask" ], "keywords": [ "async/await", "async", "Task", "UniTask" ],

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@@ -18,6 +18,7 @@ using UnityEngine.SceneManagement;
using UnityEngine.Rendering; using UnityEngine.Rendering;
using System.IO; using System.IO;
using System.Linq.Expressions; using System.Linq.Expressions;
using UnityEngine.Events;
@@ -172,13 +173,14 @@ public class SandboxMain : MonoBehaviour
// var foo = InstantiateAsync<SandboxMain>(this).ToUniTask(); // var foo = InstantiateAsync<SandboxMain>(this).ToUniTask();
// var tako = await foo; // var tako = await foo;
//UnityAction action;
return 10; return 10;
} }