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[X10D.Unity] Add various yield instructions

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Oliver Booth 2022-07-14 12:00:55 +01:00
parent 02765b8b19
commit dcbe591d66
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14 changed files with 729 additions and 0 deletions

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@ -75,6 +75,13 @@
- X10D.Unity: Added `Vector3Int.WithZ()`
- X10D.Unity: Added `Vector4.Deconstruct()`
- X10D.Unity: Added `Vector4.Round([float])`
- X10D.Unity: Added `WaitForFrames` yield instruction
- X10D.Unity: Added `WaitForKeyDown` yield instruction
- X10D.Unity: Added `WaitForKeyUp` yield instruction
- X10D.Unity: Added `WaitForSecondsNoAlloc` yield instruction
- X10D.Unity: Added `WaitForSecondsRealtimeNoAlloc` yield instruction
- X10D.Unity: Added `WaitForTimeSpanNoAlloc` yield instruction
- X10D.Unity: Added `WaitForTimeSpanRealtimeNoAlloc` yield instruction
### Changed
- X10D.Unity: Obsolesced `Singleton<T>`

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using System.Collections;
using UnityEngine;
namespace X10D.Unity.Tests
{
public class YieldInstructionIntegrationTests : MonoBehaviour
{
private void Start()
{
StartCoroutine(CO_WaitForAnyKeyDown());
StartCoroutine(CO_WaitForSpaceKeyDown());
StartCoroutine(CO_WaitForSpaceKeyUp());
}
private IEnumerator CO_WaitForAnyKeyDown()
{
Debug.Log("Waiting for any key to be pressed...");
yield return new WaitForKeyDown();
Debug.Log("Key was pressed!");
}
private IEnumerator CO_WaitForSpaceKeyDown()
{
Debug.Log("Waiting for Space key to be pressed...");
yield return new WaitForKeyDown(KeyCode.Space);
Debug.Log("Space key was pressed!");
}
private IEnumerator CO_WaitForSpaceKeyUp()
{
Debug.Log("Waiting for Space key to be released...");
yield return new WaitForKeyUp(KeyCode.Space);
Debug.Log("Space key was released!");
}
}
}

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fileFormatVersion: 2
guid: 67d53e2f993d4a5ba0eb34431d1846cd
timeCreated: 1657791682

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using System;
using System.Collections;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
using UTime = UnityEngine.Time;
namespace X10D.Unity.Tests
{
public class YieldInstructionTests : MonoBehaviour
{
[UnityTest]
public IEnumerator WaitForFrames_ShouldYieldCorrectNumberOfFrames()
{
int frameCount = UTime.frameCount;
yield return new WaitForFrames(10);
Assert.AreEqual(frameCount + 10, UTime.frameCount);
}
[UnityTest]
public IEnumerator WaitForSecondsNoAlloc_ShouldYieldForCorrectTime()
{
var time = (int)UTime.time;
yield return new WaitForSecondsNoAlloc(2);
Assert.AreEqual(time + 2, (int)UTime.time);
}
[UnityTest]
public IEnumerator WaitForSecondsRealtimeNoAlloc_ShouldYieldForCorrectTime()
{
var time = (int)UTime.time;
yield return new WaitForSecondsRealtimeNoAlloc(2);
Assert.AreEqual(time + 2, (int)UTime.time);
}
[UnityTest]
public IEnumerator WaitForTimeSpan_ShouldYieldForCorrectTime()
{
var time = (int)UTime.time;
yield return new WaitForTimeSpan(TimeSpan.FromSeconds(2));
Assert.AreEqual(time + 2, (int)UTime.time);
}
[UnityTest]
public IEnumerator WaitForTimeSpanRealtime_ShouldYieldForCorrectTime()
{
var time = (int)UTime.time;
yield return new WaitForTimeSpanRealtime(TimeSpan.FromSeconds(2));
Assert.AreEqual(time + 2, (int)UTime.time);
}
}
}

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fileFormatVersion: 2
guid: d7d35eefdf5b43278a6f6aa268a71091
timeCreated: 1657795834

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using System.Collections;
namespace X10D.Unity;
/// <summary>
/// Represents a yield instruction that waits for a specific number of frames.
/// </summary>
public struct WaitForFrames : IEnumerator
{
private readonly int _frameCount;
private int _frameIndex;
/// <summary>
/// Initializes a new instance of the <see cref="WaitForFrames" /> struct.
/// </summary>
/// <param name="frameCount">The frame count.</param>
public WaitForFrames(int frameCount)
{
_frameCount = frameCount;
_frameIndex = 0;
}
/// <inheritdoc />
public object Current
{
get => _frameCount;
}
/// <inheritdoc />
public bool MoveNext()
{
return ++_frameIndex <= _frameCount;
}
/// <inheritdoc />
public void Reset()
{
_frameIndex = 0;
}
}

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using System.Collections;
using UnityEngine;
namespace X10D.Unity;
/// <summary>
/// Represents a yield instruction that waits for a key to be pressed.
/// </summary>
public readonly struct WaitForKeyDown : IEnumerator
{
private readonly KeyCode _keyCode;
/// <summary>
/// Initializes a new instance of the <see cref="WaitForKeyDown" /> struct.
/// </summary>
/// <param name="keyCode">The key to wait for.</param>
public WaitForKeyDown(KeyCode keyCode)
{
_keyCode = keyCode;
}
/// <inheritdoc />
public object Current
{
get => _keyCode == KeyCode.None ? Input.anyKeyDown : Input.GetKeyDown(_keyCode);
}
/// <inheritdoc />
public bool MoveNext()
{
return !(_keyCode == KeyCode.None ? Input.anyKeyDown : Input.GetKeyDown(_keyCode));
}
/// <inheritdoc />
public void Reset()
{
}
}

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using System.Collections;
using UnityEngine;
namespace X10D.Unity;
/// <summary>
/// Represents a yield instruction that waits for a key to be released.
/// </summary>
public readonly struct WaitForKeyUp : IEnumerator
{
private readonly KeyCode _keyCode;
/// <summary>
/// Initializes a new instance of the <see cref="WaitForKeyUp" /> struct.
/// </summary>
/// <param name="keyCode">The key to wait for.</param>
public WaitForKeyUp(KeyCode keyCode)
{
_keyCode = keyCode;
}
/// <inheritdoc />
public object Current
{
get => _keyCode == KeyCode.None || Input.GetKeyUp(_keyCode);
}
/// <inheritdoc />
public bool MoveNext()
{
return !(_keyCode == KeyCode.None || Input.GetKeyUp(_keyCode));
}
/// <inheritdoc />
public void Reset()
{
}
}

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using System.Collections;
namespace X10D.Unity;
/// <summary>
/// Represents a yield instruction which waits for a specified amount of seconds.
/// </summary>
/// <remarks>This struct exists as an allocation-free alternative to <see cref="UnityEngine.WaitForSeconds" />.</remarks>
public struct WaitForSecondsNoAlloc : IEnumerator
{
private readonly float _duration;
private float _delta;
/// <summary>
/// Initializes a new instance of the <see cref="WaitForTimeSpan" /> struct.
/// </summary>
/// <param name="duration">The duration of the pause, in seconds.</param>
public WaitForSecondsNoAlloc(float duration)
{
_duration = duration;
_delta = 0f;
}
/// <inheritdoc />
public object Current
{
get => _delta;
}
/// <inheritdoc />
public bool MoveNext()
{
_delta += UnityEngine.Time.deltaTime;
return _delta < _duration;
}
/// <inheritdoc />
public void Reset()
{
}
}

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using System.Collections;
namespace X10D.Unity;
/// <summary>
/// Represents a yield instruction which waits for a given amount of time, as provided by a <see cref="TimeSpan" />.
/// </summary>
/// <remarks>This struct exists as an allocation-free alternative to <see cref="UnityEngine.WaitForSecondsRealtime" />.</remarks>
public readonly struct WaitForSecondsRealtimeNoAlloc : IEnumerator
{
private readonly DateTime _expectedEnd;
/// <summary>
/// Initializes a new instance of the <see cref="WaitForTimeSpan" /> struct.
/// </summary>
/// <param name="duration">The duration of the pause, in seconds.</param>
public WaitForSecondsRealtimeNoAlloc(float duration)
{
_expectedEnd = DateTime.Now + TimeSpan.FromSeconds(duration);
}
/// <inheritdoc />
public object Current
{
get => DateTime.Now;
}
/// <inheritdoc />
public bool MoveNext()
{
return DateTime.Now < _expectedEnd;
}
/// <inheritdoc />
public void Reset()
{
}
}

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using System.Collections;
namespace X10D.Unity;
/// <summary>
/// Represents a yield instruction which waits for a given amount of time, as provided by a <see cref="TimeSpan" />.
/// </summary>
public struct WaitForTimeSpan : IEnumerator
{
private readonly TimeSpan _duration;
private readonly DateTime _start;
private DateTime _current;
/// <summary>
/// Initializes a new instance of the <see cref="WaitForTimeSpan" /> struct.
/// </summary>
/// <param name="duration">The duration of the pause.</param>
public WaitForTimeSpan(TimeSpan duration)
{
_duration = duration;
_start = DateTime.Now;
_current = _start;
}
/// <inheritdoc />
public object Current
{
get => _current;
}
/// <inheritdoc />
public bool MoveNext()
{
_current += TimeSpan.FromSeconds(UnityEngine.Time.deltaTime);
return _current < _start + _duration;
}
/// <inheritdoc />
public void Reset()
{
}
}

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using System.Collections;
namespace X10D.Unity;
/// <summary>
/// Represents a yield instruction which waits for a given amount of time, as provided by a <see cref="TimeSpan" />.
/// </summary>
public readonly struct WaitForTimeSpanRealtime : IEnumerator
{
private readonly DateTime _expectedEnd;
/// <summary>
/// Initializes a new instance of the <see cref="WaitForTimeSpanRealtime" /> struct.
/// </summary>
/// <param name="duration">The duration of the pause.</param>
public WaitForTimeSpanRealtime(TimeSpan duration)
{
_expectedEnd = DateTime.Now + duration;
}
/// <inheritdoc />
public object Current
{
get => DateTime.Now;
}
/// <inheritdoc />
public bool MoveNext()
{
return DateTime.Now < _expectedEnd;
}
/// <inheritdoc />
public void Reset()
{
}
}