A mini framework to better use coroutines in Unity. Easy, chainable actions , based on coroutines.
With Xroutines you can:
- Chain actions
- You don't have to deal with
IEnumerator
or anyyield
instructions (If you don't want to, you still can) - You can use helper functions to wait for conditions quickly (
WaitForMouseDown
,WaitForKeyDown
, etc)- You can Wait for mouse clicks, keyboard, animations and audio sources to finish playing, collisions, unity events to be fired and so on. This list of possible routines is constantly updated.
- You can add inline
Action
delegate methods - Threading!
Action
delegate methods can run on background thread if they are too expensive for main thread. - Use
Abort()
to stop it
And here's some sample code:
void Start () {
Xroutine routine = Xroutine.Create()
.WaitFor(RoutineMethod1())
.WaitForSeconds(0.25f)
.WaitFor(RoutineMethod2)
.WaitForSeconds(0.25f)
.WaitFor(() => { Debug.Log("Execute code on the fly!"); });
.WaitFor(() => {
Debug.Log("Sleeping for 3 seconds on background thread...");
System.Threading.Thread.Sleep(3000);
Debug.Log("Done Sleeping");
}, true); // <=== true for background thread
}
//This is an enumerator method, that we can use with coroutines as usual
IEnumerator RoutineMethod1()
{
Debug.Log("Routine Method 1");
yield return new WaitForSeconds(0.1f);
yield return null;
}
//this is just a method returning void, that we can also use with coroutines
void RoutineMethod2()
{
Debug.Log("Routine Method 2");
}
You can check Assets/Xroutines/Example
for more options.
PRs and issues are always welcome.
If you think you have an idea for a CustomYieldInstruction
that can be useful, please contribute, so we can have a library of most common yield instructions and have them built-in Xroutines