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EditorJobWaiter.cs
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using System;
using UnityEngine;
using Unity.Collections;
using Unity.Jobs;
using System.Diagnostics;
namespace Ardenfall.Utility
{
public class EditorJobWaiter
{
private Action<bool> onComplete;
private JobHandle handler;
private bool running = false;
public EditorJobWaiter(JobHandle handler, Action<bool> onComplete)
{
this.handler = handler;
this.onComplete = onComplete;
}
public bool IsRunning => running;
public void Start()
{
running = true;
#if UNITY_EDITOR
UnityEditor.EditorApplication.update += Update;
#else
Debug.LogError("Cannot run Editor Job Waiter in playmode, rip");
#endif
}
/// <summary>
/// Forces job to complete, and executes onComplete with a failure boolean
/// </summary>
public void ForceCancel()
{
#if UNITY_EDITOR
UnityEditor.EditorApplication.update -= Update;
#endif
handler.Complete();
running = false;
onComplete?.Invoke(false);
}
/// <summary>
/// Forces job to complete, and executes onComplete with a success boolean
/// </summary>
public void ForceComplete()
{
#if UNITY_EDITOR
UnityEditor.EditorApplication.update -= Update;
#endif
handler.Complete();
running = false;
onComplete?.Invoke(true);
}
private void Update()
{
if(handler.IsCompleted)
{
#if UNITY_EDITOR
UnityEditor.EditorApplication.update -= Update;
#endif
running = false;
handler.Complete();
onComplete?.Invoke(true);
}
}
}
}