diff --git a/src/UniTask/Assets/Plugins/UniTask/Runtime/PlayerLoopHelper.cs b/src/UniTask/Assets/Plugins/UniTask/Runtime/PlayerLoopHelper.cs index f8776a2..1aa6a61 100644 --- a/src/UniTask/Assets/Plugins/UniTask/Runtime/PlayerLoopHelper.cs +++ b/src/UniTask/Assets/Plugins/UniTask/Runtime/PlayerLoopHelper.cs @@ -283,14 +283,17 @@ namespace Cysharp.Threading.Tasks #endif - private static int? FindLoopSystemIndex(PlayerLoopSystem[] playerLoopList, Type systemType) + private static int FindLoopSystemIndex(PlayerLoopSystem[] playerLoopList, Type systemType) { for (int i = 0; i < playerLoopList.Length; i++) { if (playerLoopList[i].type == systemType) + { return i; + } } - return null; + + throw new Exception("Target PlayerLoopSystem does not found. Type:" + systemType.FullName); } public static void Initialize(ref PlayerLoopSystem playerLoop) @@ -301,75 +304,51 @@ namespace Cysharp.Threading.Tasks var copyList = playerLoop.subSystemList.ToArray(); // Initialization - int? systemIndex = FindLoopSystemIndex(copyList, typeof(UnityEngine.PlayerLoop.Initialization)); - if (systemIndex.HasValue) - { - copyList[systemIndex.Value].subSystemList = InsertRunner(copyList[systemIndex.Value], typeof(UniTaskLoopRunners.UniTaskLoopRunnerYieldInitialization), yielders[0] = new ContinuationQueue(PlayerLoopTiming.Initialization), + var i = FindLoopSystemIndex(copyList, typeof(UnityEngine.PlayerLoop.Initialization)); + copyList[i].subSystemList = InsertRunner(copyList[i], typeof(UniTaskLoopRunners.UniTaskLoopRunnerYieldInitialization), yielders[0] = new ContinuationQueue(PlayerLoopTiming.Initialization), typeof(UniTaskLoopRunners.UniTaskLoopRunnerLastYieldInitialization), yielders[1] = new ContinuationQueue(PlayerLoopTiming.LastInitialization), typeof(UniTaskLoopRunners.UniTaskLoopRunnerInitialization), runners[0] = new PlayerLoopRunner(PlayerLoopTiming.Initialization), typeof(UniTaskLoopRunners.UniTaskLoopRunnerLastInitialization), runners[1] = new PlayerLoopRunner(PlayerLoopTiming.LastInitialization)); - } // EarlyUpdate - systemIndex = FindLoopSystemIndex(copyList, typeof(UnityEngine.PlayerLoop.EarlyUpdate)); - if (systemIndex.HasValue) - { - copyList[systemIndex.Value].subSystemList = InsertRunner(copyList[systemIndex.Value], typeof(UniTaskLoopRunners.UniTaskLoopRunnerYieldEarlyUpdate), yielders[2] = new ContinuationQueue(PlayerLoopTiming.EarlyUpdate), + i = FindLoopSystemIndex(copyList, typeof(UnityEngine.PlayerLoop.EarlyUpdate)); + copyList[i].subSystemList = InsertRunner(copyList[i], typeof(UniTaskLoopRunners.UniTaskLoopRunnerYieldEarlyUpdate), yielders[2] = new ContinuationQueue(PlayerLoopTiming.EarlyUpdate), typeof(UniTaskLoopRunners.UniTaskLoopRunnerLastYieldEarlyUpdate), yielders[3] = new ContinuationQueue(PlayerLoopTiming.LastEarlyUpdate), typeof(UniTaskLoopRunners.UniTaskLoopRunnerEarlyUpdate), runners[2] = new PlayerLoopRunner(PlayerLoopTiming.EarlyUpdate), typeof(UniTaskLoopRunners.UniTaskLoopRunnerLastEarlyUpdate), runners[3] = new PlayerLoopRunner(PlayerLoopTiming.LastEarlyUpdate)); - } // FixedUpdate - systemIndex = FindLoopSystemIndex(copyList, typeof(UnityEngine.PlayerLoop.FixedUpdate)); - if (systemIndex.HasValue) - { - copyList[systemIndex.Value].subSystemList = InsertRunner(copyList[systemIndex.Value], typeof(UniTaskLoopRunners.UniTaskLoopRunnerYieldFixedUpdate), yielders[4] = new ContinuationQueue(PlayerLoopTiming.FixedUpdate), + i = FindLoopSystemIndex(copyList, typeof(UnityEngine.PlayerLoop.FixedUpdate)); + copyList[i].subSystemList = InsertRunner(copyList[i], typeof(UniTaskLoopRunners.UniTaskLoopRunnerYieldFixedUpdate), yielders[4] = new ContinuationQueue(PlayerLoopTiming.FixedUpdate), typeof(UniTaskLoopRunners.UniTaskLoopRunnerLastYieldFixedUpdate), yielders[5] = new ContinuationQueue(PlayerLoopTiming.LastFixedUpdate), typeof(UniTaskLoopRunners.UniTaskLoopRunnerFixedUpdate), runners[4] = new PlayerLoopRunner(PlayerLoopTiming.FixedUpdate), typeof(UniTaskLoopRunners.UniTaskLoopRunnerLastFixedUpdate), runners[5] = new PlayerLoopRunner(PlayerLoopTiming.LastFixedUpdate)); - } // PreUpdate - systemIndex = FindLoopSystemIndex(copyList, typeof(UnityEngine.PlayerLoop.PreUpdate)); - if (systemIndex.HasValue) - { - copyList[systemIndex.Value].subSystemList = InsertRunner(copyList[systemIndex.Value], typeof(UniTaskLoopRunners.UniTaskLoopRunnerYieldPreUpdate), yielders[6] = new ContinuationQueue(PlayerLoopTiming.PreUpdate), + i = FindLoopSystemIndex(copyList, typeof(UnityEngine.PlayerLoop.PreUpdate)); + copyList[i].subSystemList = InsertRunner(copyList[i], typeof(UniTaskLoopRunners.UniTaskLoopRunnerYieldPreUpdate), yielders[6] = new ContinuationQueue(PlayerLoopTiming.PreUpdate), typeof(UniTaskLoopRunners.UniTaskLoopRunnerLastYieldPreUpdate), yielders[7] = new ContinuationQueue(PlayerLoopTiming.LastPreUpdate), typeof(UniTaskLoopRunners.UniTaskLoopRunnerPreUpdate), runners[6] = new PlayerLoopRunner(PlayerLoopTiming.PreUpdate), typeof(UniTaskLoopRunners.UniTaskLoopRunnerLastPreUpdate), runners[7] = new PlayerLoopRunner(PlayerLoopTiming.LastPreUpdate)); - } // Update - systemIndex = FindLoopSystemIndex(copyList, typeof(UnityEngine.PlayerLoop.Update)); - if (systemIndex.HasValue) - { - copyList[systemIndex.Value].subSystemList = InsertRunner(copyList[systemIndex.Value], typeof(UniTaskLoopRunners.UniTaskLoopRunnerYieldUpdate), yielders[8] = new ContinuationQueue(PlayerLoopTiming.Update), + i = FindLoopSystemIndex(copyList, typeof(UnityEngine.PlayerLoop.Update)); + copyList[i].subSystemList = InsertRunner(copyList[i], typeof(UniTaskLoopRunners.UniTaskLoopRunnerYieldUpdate), yielders[8] = new ContinuationQueue(PlayerLoopTiming.Update), typeof(UniTaskLoopRunners.UniTaskLoopRunnerLastYieldUpdate), yielders[9] = new ContinuationQueue(PlayerLoopTiming.LastUpdate), typeof(UniTaskLoopRunners.UniTaskLoopRunnerUpdate), runners[8] = new PlayerLoopRunner(PlayerLoopTiming.Update), typeof(UniTaskLoopRunners.UniTaskLoopRunnerLastUpdate), runners[9] = new PlayerLoopRunner(PlayerLoopTiming.LastUpdate)); - } // PreLateUpdate - systemIndex = FindLoopSystemIndex(copyList, typeof(UnityEngine.PlayerLoop.PreLateUpdate)); - if (systemIndex.HasValue) - { - copyList[systemIndex.Value].subSystemList = InsertRunner(copyList[systemIndex.Value], typeof(UniTaskLoopRunners.UniTaskLoopRunnerYieldPreLateUpdate), yielders[10] = new ContinuationQueue(PlayerLoopTiming.PreLateUpdate), + i = FindLoopSystemIndex(copyList, typeof(UnityEngine.PlayerLoop.PreLateUpdate)); + copyList[i].subSystemList = InsertRunner(copyList[i], typeof(UniTaskLoopRunners.UniTaskLoopRunnerYieldPreLateUpdate), yielders[10] = new ContinuationQueue(PlayerLoopTiming.PreLateUpdate), typeof(UniTaskLoopRunners.UniTaskLoopRunnerLastYieldPreLateUpdate), yielders[11] = new ContinuationQueue(PlayerLoopTiming.LastPreLateUpdate), typeof(UniTaskLoopRunners.UniTaskLoopRunnerPreLateUpdate), runners[10] = new PlayerLoopRunner(PlayerLoopTiming.PreLateUpdate), typeof(UniTaskLoopRunners.UniTaskLoopRunnerLastPreLateUpdate), runners[11] = new PlayerLoopRunner(PlayerLoopTiming.LastPreLateUpdate)); - } // PostLateUpdate - systemIndex = FindLoopSystemIndex(copyList, typeof(UnityEngine.PlayerLoop.PostLateUpdate)); - if (systemIndex.HasValue) - { - copyList[systemIndex.Value].subSystemList = InsertRunner(copyList[systemIndex.Value], typeof(UniTaskLoopRunners.UniTaskLoopRunnerYieldPostLateUpdate), yielders[12] = new ContinuationQueue(PlayerLoopTiming.PostLateUpdate), + i = FindLoopSystemIndex(copyList, typeof(UnityEngine.PlayerLoop.PostLateUpdate)); + copyList[i].subSystemList = InsertRunner(copyList[i], typeof(UniTaskLoopRunners.UniTaskLoopRunnerYieldPostLateUpdate), yielders[12] = new ContinuationQueue(PlayerLoopTiming.PostLateUpdate), typeof(UniTaskLoopRunners.UniTaskLoopRunnerLastYieldPostLateUpdate), yielders[13] = new ContinuationQueue(PlayerLoopTiming.LastPostLateUpdate), typeof(UniTaskLoopRunners.UniTaskLoopRunnerPostLateUpdate), runners[12] = new PlayerLoopRunner(PlayerLoopTiming.PostLateUpdate), typeof(UniTaskLoopRunners.UniTaskLoopRunnerLastPostLateUpdate), runners[13] = new PlayerLoopRunner(PlayerLoopTiming.LastPostLateUpdate)); - } - systemIndex = FindLoopSystemIndex(copyList, typeof(UnityEngine.PlayerLoop.Update)); - if (systemIndex.HasValue) - { - // Insert UniTaskSynchronizationContext to Update loop - copyList[systemIndex.Value].subSystemList = InsertUniTaskSynchronizationContext(copyList[systemIndex.Value]); - } + // Insert UniTaskSynchronizationContext to Update loop + i = FindLoopSystemIndex(copyList, typeof(UnityEngine.PlayerLoop.Update)); + copyList[i].subSystemList = InsertUniTaskSynchronizationContext(copyList[i]); playerLoop.subSystemList = copyList; PlayerLoop.SetPlayerLoop(playerLoop);