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2.5.9
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12
README.md
12
README.md
@@ -33,6 +33,7 @@ For advanced tips, see blog post: [Extends UnityWebRequest via async decorator p
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- [AsyncEnumerable and Async LINQ](#asyncenumerable-and-async-linq)
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- [Awaitable Events](#awaitable-events)
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- [Channel](#channel)
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- [vs Awaitable](#vs-awaitable)
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- [For Unit Testing](#for-unit-testing)
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- [ThreadPool limitation](#threadpool-limitation)
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- [IEnumerator.ToUniTask limitation](#ienumeratortounitask-limitation)
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@@ -67,6 +68,7 @@ async UniTask<string> DemoAsync()
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await SceneManager.LoadSceneAsync("scene2");
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// .WithCancellation enables Cancel, GetCancellationTokenOnDestroy synchornizes with lifetime of GameObject
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// after Unity 2022.2, you can use `destroyCancellationToken` in MonoBehaviour
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var asset2 = await Resources.LoadAsync<TextAsset>("bar").WithCancellation(this.GetCancellationTokenOnDestroy());
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// .ToUniTask accepts progress callback(and all options), Progress.Create is a lightweight alternative of IProgress<T>
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@@ -293,6 +295,8 @@ public class MyBehaviour : MonoBehaviour
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}
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```
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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).
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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.`
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And also `OperationCanceledException` is a special exception, this is silently ignored at `UnobservedTaskException`.
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@@ -953,6 +957,14 @@ public class AsyncMessageBroker<T> : IDisposable
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}
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```
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vs Awaitable
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---
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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.
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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.
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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.
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For Unit Testing
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---
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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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464
README_CN.md
464
README_CN.md
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,43 @@
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#if UNITASK_TEXTMESHPRO_SUPPORT
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using System;
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using System.Threading;
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using TMPro;
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namespace Cysharp.Threading.Tasks
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{
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public static partial class TextMeshProAsyncExtensions
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{
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public static IAsyncValueChangedEventHandler<int> GetAsyncValueChangedEventHandler(this TMP_Dropdown dropdown)
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{
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return new AsyncUnityEventHandler<int>(dropdown.onValueChanged, dropdown.GetCancellationTokenOnDestroy(), false);
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}
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public static IAsyncValueChangedEventHandler<int> GetAsyncValueChangedEventHandler(this TMP_Dropdown dropdown, CancellationToken cancellationToken)
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{
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return new AsyncUnityEventHandler<int>(dropdown.onValueChanged, cancellationToken, false);
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}
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public static UniTask<int> OnValueChangedAsync(this TMP_Dropdown dropdown)
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{
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return new AsyncUnityEventHandler<int>(dropdown.onValueChanged, dropdown.GetCancellationTokenOnDestroy(), true).OnInvokeAsync();
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}
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public static UniTask<int> OnValueChangedAsync(this TMP_Dropdown dropdown, CancellationToken cancellationToken)
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{
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return new AsyncUnityEventHandler<int>(dropdown.onValueChanged, cancellationToken, true).OnInvokeAsync();
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}
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public static IUniTaskAsyncEnumerable<int> OnValueChangedAsAsyncEnumerable(this TMP_Dropdown dropdown)
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{
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return new UnityEventHandlerAsyncEnumerable<int>(dropdown.onValueChanged, dropdown.GetCancellationTokenOnDestroy());
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}
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public static IUniTaskAsyncEnumerable<int> OnValueChangedAsAsyncEnumerable(this TMP_Dropdown dropdown, CancellationToken cancellationToken)
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{
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return new UnityEventHandlerAsyncEnumerable<int>(dropdown.onValueChanged, cancellationToken);
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}
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}
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}
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#endif
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: b858132b120c42b99cac55fd06dd32d3
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timeCreated: 1736165018
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@@ -39,7 +39,7 @@ namespace Cysharp.Threading.Tasks
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public WhenEachResult(Exception exception)
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{
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if (exception == null) throw new ArgumentNullException(nameof(exception));
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this.Result = default!;
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this.Result = default;
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this.Exception = exception;
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}
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@@ -144,24 +144,24 @@ namespace Cysharp.Threading.Tasks
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{
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RunWhenEachTask(self, array[i], length).Forget();
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}
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}
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static async UniTaskVoid RunWhenEachTask(Enumerator self, UniTask<T> task, int length)
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static async UniTaskVoid RunWhenEachTask(Enumerator self, UniTask<T> task, int length)
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{
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try
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{
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try
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{
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var result = await task;
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self.channel.Writer.TryWrite(new WhenEachResult<T>(result));
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}
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catch (Exception ex)
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{
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self.channel.Writer.TryWrite(new WhenEachResult<T>(ex));
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}
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var result = await task;
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self.channel.Writer.TryWrite(new WhenEachResult<T>(result));
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}
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catch (Exception ex)
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{
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self.channel.Writer.TryWrite(new WhenEachResult<T>(ex));
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}
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if (Interlocked.Increment(ref self.completeCount) == length)
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{
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self.state = WhenEachState.Completed;
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self.channel.Writer.TryComplete();
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}
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if (Interlocked.Increment(ref self.completeCount) == length)
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{
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self.state = WhenEachState.Completed;
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self.channel.Writer.TryComplete();
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}
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}
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@@ -2,7 +2,7 @@
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"name": "com.cysharp.unitask",
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"displayName": "UniTask",
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"author": { "name": "Cysharp, Inc.", "url": "https://cysharp.co.jp/en/" },
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"version": "2.5.9",
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"version": "2.5.10",
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"unity": "2018.4",
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"description": "Provides an efficient async/await integration to Unity.",
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"keywords": [ "async/await", "async", "Task", "UniTask" ],
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@@ -18,6 +18,7 @@ using UnityEngine.SceneManagement;
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using UnityEngine.Rendering;
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using System.IO;
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using System.Linq.Expressions;
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using UnityEngine.Events;
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@@ -172,13 +173,14 @@ public class SandboxMain : MonoBehaviour
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// var foo = InstantiateAsync<SandboxMain>(this).ToUniTask();
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// var tako = await foo;
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//UnityAction action;
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return 10;
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}
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