using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System;
namespace SynapticPro
{
///
/// Unity Main Thread Dispatcher
/// Enables execution on Unity main thread from other threads
///
public class UnityMainThreadDispatcher : MonoBehaviour
{
private static readonly Queue _executionQueue = new Queue();
private static UnityMainThreadDispatcher _instance = null;
public static bool Exists()
{
return _instance != null;
}
public static UnityMainThreadDispatcher Instance()
{
if (!Exists())
{
throw new Exception("UnityMainThreadDispatcher could not find the UnityMainThreadDispatcher object.");
}
return _instance;
}
void Awake()
{
if (_instance == null)
{
_instance = this;
DontDestroyOnLoad(this.gameObject);
}
}
void OnDestroy()
{
_instance = null;
}
public void Update()
{
lock (_executionQueue)
{
while (_executionQueue.Count > 0)
{
_executionQueue.Dequeue().Invoke();
}
}
}
public void Enqueue(IEnumerator action)
{
lock (_executionQueue)
{
_executionQueue.Enqueue(() => {
StartCoroutine(action);
});
}
}
public void Enqueue(Action action)
{
Enqueue(ActionWrapper(action));
}
IEnumerator ActionWrapper(Action a)
{
a();
yield return null;
}
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
private static void Initialize()
{
if (_instance == null)
{
GameObject dispatcher = new GameObject("UnityMainThreadDispatcher");
_instance = dispatcher.AddComponent();
}
}
}
}