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UnityThread.cs
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122 lines (109 loc) · 2.77 KB
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using System;
using System.Collections;
using System.Threading;
using UnityEngine;
using UnityThreading.Events;
namespace UnityThreading
{
public class UnityThread
{
/// <summary>
/// Main thread name
/// </summary>
public const string MAIN_THREAD_NAME = "MainUnityThread";
private const string THREAD_PREFIX = "UnityThread#";
private static int _threadId;
private readonly object _mutex = new object();
private readonly Thread _thread;
private readonly Action _action;
/// <summary>
/// Thread completed event
/// </summary>
public event Action Completed;
/// <summary>
/// Thread aborted event
/// </summary>
public event Action Aborted;
private bool _isAlive;
/// <summary>
/// Check is alive thread
/// </summary>
public bool IsAlive
{
private set
{
lock (_mutex)
{
_isAlive = value;
}
}
get
{
lock (_mutex)
{
return _isAlive;
}
}
}
/// <summary>
/// Create thread
/// </summary>
public UnityThread(Action action)
{
UnityEvents.Instance.AplicationQuit += Clear;
_thread = new Thread(ThreadFunc)
{
Name = THREAD_PREFIX + _threadId++,
IsBackground = true
};
lock (_mutex)
{
_action = action;
}
}
public void Start()
{
IsAlive = true;
UnityEvents.Instance.StartCoroutine(ThreadState());
_thread.Start();
}
public void Abort()
{
UnityEvents.Instance.StopCoroutine(ThreadState());
if (Aborted != null)
{
Aborted.Invoke();
}
Clear();
}
private IEnumerator ThreadState()
{
while (IsAlive)
{
yield return null;
}
if (Completed != null)
{
Completed.Invoke();
}
Clear();
}
private void ThreadFunc()
{
_action.Invoke();
IsAlive = false;
}
private void Clear()
{
UnityEvents.Instance.AplicationQuit -= Clear;
Aborted = null;
Completed = null;
if (_thread.IsAlive)
{
_thread.Abort();
_thread.Join();
}
Debug.Log("Clear ThreadId " + _threadId);
}
}
}