Core Game Libraries for Unity
https://mewlist.github.io/MewCore/
- TaskQueue: a library for executing asynchronous functions in series
- TaskInterval: a library for running asynchronous functions at regular intervals
It can be installed via UPM. Please specify the following git URL.
git@github.com:mewlist/MewCore.git
TaskQueue is a library for handling serial processing of asynchronous functions in Unity development. Asynchronous functions are executed in the order they are input into the queue. It also has the feature of a priority queue, which allows you to prioritize important tasks.
- Dynamic Function Addition: You can add asynchronous functions to the task queue at runtime. This allows you to flexibly respond to changing requirements and situations.
- Execution management based on priority: You can set a priority for each asynchronous function and process important tasks preferentially. This prevents delays in important processing.
- Serial processing and safety: Multiple asynchronous functions are executed in order and wait for the completion of one function before starting the execution of the next. This improves the safety of UI updates and game sequences.
- Maximum size of the queue: You can set the maximum number of tasks that can be input into the queue. This allows you to prevent tasks from building up in the queue.
Dynamic UI Updates: Used for smooth control of dynamic display and hiding of dialog boxes and menus in the game.
Game Event Sequencing: Suitable for managing ordered events such as story progression and tutorials.
Command Pattern Adaptation: Suitable for implementing the command pattern, including asynchronous processes.
UI Event Handling: Used to prevent concurrent execution in response to asynchronous UI events such as clicks.
class Sample : Monobehaviour
{
TaskQueue taskQueue = new();
void Start()
{
// By passing the destroyCancellationToken, processing is automatically stoppped and disposed when MonoBehaviour is destroyed.
taskQueue.DisposeWith(destroyCancellationToken);
// Add an asynchronous function to TaskQueue.
taskQueue.Enqueue(async cancellationToken =>
{
Debug.Log("Hello");
await Task.Delay(1000, cancellationToken);
});
taskQueue.Enqueue(async cancellationToken =>
{
await Task.Delay(1000, cancellationToken);
Debug.Log("Bye");
});
}
}
Hello
// 2sec later
Bye
You can execute priority tasks by specifying the priority as the second argument to Enqueue.
The processing with a smaller priority
value is prioritized. The default value is 0.
taskQueue.Enqueue(async ct => { ... }, priority: 1);
taskQueue.Enqueue(async ct => { ... }, priority: 0); // This task is processed first
If you add tasks to a queue with a maximum size of 2 as follows, and exceed the maximum number, the last added task is discarded. If the priority of the task to be added is higher, the task with a lower priority is discarded and queued.
taskQueue = new TaskQueue(TaskQueueLimitType.Discard, maxSize: 2);
taskQueue.Enqueue(async ct => { ... });
taskQueue.Enqueue(async ct => { ... });
taskQueue.Enqueue(async ct => { ... }); // This task is discarded
If you add tasks to a queue with a maximum size of 2 as follows, and exceed the maximum number, the last task is replaced. If the queue is made up of tasks that have a higher priority than the task to be added, no replacement will be made.
taskQueue = new TaskQueue(TaskQueueLimitType.SwapLast, maxSize: 2);
taskQueue.Enqueue(async ct => { ... });
taskQueue.Enqueue(async ct => { ... }); // This task is discarded
taskQueue.Enqueue(async ct => { ... });
TaskInterval is a library that facilitates the execution of specific processes at regular intervals in Unity development. This library allows for periodic execution of asynchronous functions and prevents multiple asynchronous processes from running concurrently.
-
Regular Execution of Asynchronous Functions: Automatically executes asynchronous functions at specified intervals, making it easier to manage tasks that include asynchronous processes.
-
Flexible Response to Processing Time: If the execution of an asynchronous function takes longer than the specified interval, it can either skip the process or continue executing it delayed. This differs from typical periodic execution and adapts better to real-time operating environments.
-
Prevention of Concurrent Execution: Only one asynchronous process is executed at a time, preventing multiple processes from running simultaneously. This makes task execution predictable and safe.
-
Stable Interval Execution: If synchronous functions are used, it is also possible to execute functions at stable intervals.
-
Regular Updates Within the Game: Used for regularly updating the state of the game or objects at set intervals.
-
Background Processes: Suitable for regular background processes such as network communication and data loading.
-
Regular UI Updates: Can also be used for regularly updating user interface elements.
Using TaskInterval makes the implementation of regular processes in Unity development more flexible and efficient, and prevents issues due to concurrent execution.
public class Sample : MonoBahaviour
{
private void Awake()
{
// Create a TaskInterval that executes TestTaskAsync every second.
// Passing destroyCancellationToken will automatically stop the process and dispose of it when the MonoBehaviour is destroyed.
TaskInterval
.Create(TimeSpan.FromSeconds(1), TestTaskAsync)
.Start(destroyCancellationToken);
}
private float time;
private async Task TestTaskAsync(CancellationToken ct)
{
var currentTime = Time.time;
Debug.Log($"{currentTime - time}");
time = currentTime;
await Task.Delay(100, ct);
}
}
0.9996152
1.000825
1.000599
0.9999266
1.000448
0.9925194
...
You can change the timer used by specifying the type of timer as the third argument in Create.
Timer Type | Description |
---|---|
IntervalTimerType.SystemTime |
Uses system time. |
IntervalTimerType.UnityTime |
Uses Unity's Time.time. |
IntervalTimerType.UnityUnscaledTime |
Time.unscaledTime. |
Example of executing a process unaffected by Time.timeScale.
TaskInterval
.Create(1000 /* ms */, TestTaskAsync, IntervalTimerType.UnityUnscaledTime)
.Start(destroyCancellationToken);