Clear all coroutines/delays on scene unload

This commit is contained in:
Nick 2023-07-18 00:49:47 -04:00
parent 13c0bdeec5
commit f05e2be30a
4 changed files with 45 additions and 8 deletions

View File

@ -1,5 +1,6 @@
using NewHorizons.External.SerializableEnums;
using NewHorizons.Handlers;
using NewHorizons.Utility;
using NewHorizons.Utility.OWML;
using System.Collections;
using UnityEngine;
@ -28,7 +29,7 @@ namespace NewHorizons.Components.Volumes
if (hitObj.CompareTag("PlayerDetector") && enabled)
{
// Have to run it off the mod behaviour since the game over controller disables everything
Main.Instance.StartCoroutine(GameOver());
Delay.StartCoroutine(GameOver());
}
}

View File

@ -1,3 +1,4 @@
using NewHorizons.Utility.OWML;
using System;
using System.Collections;
using UnityEngine;
@ -6,7 +7,7 @@ namespace NewHorizons.Handlers
{
public static class FadeHandler
{
public static void FadeOut(float length) => Main.Instance.StartCoroutine(FadeOutCoroutine(length));
public static void FadeOut(float length) => Delay.StartCoroutine(FadeOutCoroutine(length));
private static IEnumerator FadeOutCoroutine(float length)
{
@ -24,7 +25,7 @@ namespace NewHorizons.Handlers
yield return new WaitForEndOfFrame();
}
public static void FadeThen(float length, Action action) => Main.Instance.StartCoroutine(FadeThenCoroutine(length, action));
public static void FadeThen(float length, Action action) => Delay.StartCoroutine(FadeThenCoroutine(length, action));
private static IEnumerator FadeThenCoroutine(float length, Action action)
{

View File

@ -40,7 +40,7 @@ namespace NewHorizons.Handlers
var matchInitialMotion = SearchUtilities.Find("Player_Body").GetComponent<MatchInitialMotion>();
if (matchInitialMotion != null) UnityEngine.Object.Destroy(matchInitialMotion);
Main.Instance.StartCoroutine(SpawnCoroutine(2));
Delay.StartCoroutine(SpawnCoroutine(2));
}
}

View File

@ -1,15 +1,49 @@
using System;
using System.Collections;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace NewHorizons.Utility.OWML
{
public static class Delay
{
public static void RunWhen(Func<bool> predicate, Action action) => Main.Instance.ModHelper.Events.Unity.RunWhen(predicate, action);
public static void FireInNUpdates(Action action, int n) => Main.Instance.ModHelper.Events.Unity.FireInNUpdates(action, n);
public static void FireOnNextUpdate(Action action) => Main.Instance.ModHelper.Events.Unity.FireOnNextUpdate(action);
public static void RunWhenAndInNUpdates(Action action, Func<bool> predicate, int n) => Main.Instance.StartCoroutine(RunWhenOrInNUpdatesCoroutine(action, predicate, n));
#region OnSceneUnloaded
static Delay() => SceneManager.sceneUnloaded += OnSceneUnloaded;
private static void OnSceneUnloaded(Scene _) => Main.Instance.StopAllCoroutines();
#endregion
#region public methods
public static void StartCoroutine(IEnumerator coroutine) => Main.Instance.StartCoroutine(coroutine);
public static void RunWhen(Func<bool> predicate, Action action) => StartCoroutine(RunWhenCoroutine(action, predicate));
public static void FireInNUpdates(Action action, int n) => StartCoroutine(FireInNUpdatesCoroutine(action, n));
public static void FireOnNextUpdate(Action action) => FireInNUpdates(action, 1);
public static void RunWhenAndInNUpdates(Action action, Func<bool> predicate, int n) => Delay.StartCoroutine(RunWhenOrInNUpdatesCoroutine(action, predicate, n));
#endregion
#region Coroutines
private static IEnumerator RunWhenCoroutine(Action action, Func<bool> predicate)
{
while (!predicate.Invoke())
{
yield return new WaitForEndOfFrame();
}
action.Invoke();
}
private static IEnumerator FireInNUpdatesCoroutine(Action action, int n)
{
for (int i = 0; i < n; i++)
{
yield return new WaitForEndOfFrame();
}
action?.Invoke();
}
private static IEnumerator RunWhenOrInNUpdatesCoroutine(Action action, Func<bool> predicate, int n)
{
@ -24,5 +58,6 @@ namespace NewHorizons.Utility.OWML
action.Invoke();
}
#endregion
}
}