- StartCoroutine returns a handle which can be used to stop a coroutine, and coroutines and be given a name to make accessing them easier

- StatusEffect coroutines are stopped when the round ends
- Fixed GameServer keeping a reference to the TraitorManager after a round ends (causing traitor messages to appear even if traitors aren't on anymore)
- Option to spawn characters near/inside/outside the sub using the spawn command
This commit is contained in:
Regalis
2016-04-06 18:36:26 +03:00
parent 39c9c78266
commit c7545d5816
6 changed files with 114 additions and 43 deletions
+44 -27
View File
@@ -9,34 +9,52 @@ namespace Barotrauma
Running, Success, Failure
}
class CoroutineHandle
{
public readonly IEnumerator<object> Coroutine;
public readonly string Name;
public CoroutineHandle(IEnumerator<object> coroutine, string name = "")
{
Coroutine = coroutine;
Name = string.IsNullOrWhiteSpace(name) ? coroutine.ToString() : name;
}
}
// Keeps track of all running coroutines, and runs them till the end.
static class CoroutineManager
{
static readonly List<IEnumerator<object>> Coroutines = new List<IEnumerator<object>>();
static readonly List<CoroutineHandle> Coroutines = new List<CoroutineHandle>();
public static float UnscaledDeltaTime, DeltaTime;
// Starting a coroutine just means adding an enumerator to the list.
// You might also want to be able to stop coroutines or delete them,
// which might mean putting them into a dictionary
public static void StartCoroutine(IEnumerable<object> func)
public static CoroutineHandle StartCoroutine(IEnumerable<object> func, string name = "")
{
Coroutines.Add(func.GetEnumerator());
var handle = new CoroutineHandle(func.GetEnumerator(), name);
Coroutines.Add(handle);
return handle;
}
public static bool IsCoroutineRunning(string name)
{
IEnumerator<object> coroutine = Coroutines.FirstOrDefault(
c => c.ToString().Contains(name));
return Coroutines.Any(c => c.Name == name);
}
return coroutine!=null;
public static bool IsCoroutineRunning(CoroutineHandle handle)
{
return Coroutines.Contains(handle);
}
public static void StopCoroutine(string name)
public static void StopCoroutines(string name)
{
IEnumerator<object> coroutine = Coroutines.FirstOrDefault(c => c.ToString().Contains(name));
Coroutines.RemoveAll(c => c.Name == name);
}
if (coroutine != null) Coroutines.Remove(coroutine);
public static void StopCoroutines(CoroutineHandle handle)
{
Coroutines.RemoveAll(c => c == handle);
}
// Updating just means stepping through all the coroutines
@@ -47,16 +65,16 @@ namespace Barotrauma
for (int i = Coroutines.Count-1; i>=0; i--)
{
if (Coroutines[i].Current != null)
if (Coroutines[i].Coroutine.Current != null)
{
WaitForSeconds wfs = Coroutines[i].Current as WaitForSeconds;
WaitForSeconds wfs = Coroutines[i].Coroutine.Current as WaitForSeconds;
if (wfs != null)
{
if (!wfs.CheckFinished(unscaledDeltaTime)) continue;
}
else
{
switch ((CoroutineStatus)Coroutines[i].Current)
switch ((CoroutineStatus)Coroutines[i].Coroutine.Current)
{
case CoroutineStatus.Success:
Coroutines.RemoveAt(i);
@@ -68,18 +86,18 @@ namespace Barotrauma
}
}
try
{
Coroutines[i].MoveNext();
}
//try
//{
Coroutines[i].Coroutine.MoveNext();
// }
catch (Exception e)
{
#if DEBUG
DebugConsole.ThrowError("Coroutine " + Coroutines[i] + " threw an exception: " + e.Message);
#endif
Coroutines.RemoveAt(i);
}
// catch (Exception e)
// {
//#if DEBUG
// DebugConsole.ThrowError("Coroutine " + Coroutines[i] + " threw an exception: " + e.Message);
//#endif
// Coroutines.RemoveAt(i);
// }
}
}
@@ -89,7 +107,6 @@ namespace Barotrauma
{
float timer;
public WaitForSeconds(float time)
{
timer = time;