rename UniTask to DepthFirstScheduler

This commit is contained in:
ousttrue 2018-08-09 12:44:08 +09:00
parent 000248e729
commit af96524b4a
27 changed files with 16 additions and 19 deletions

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@ -1,7 +1,7 @@
using System;
using System.Collections;
namespace UniTask
namespace DepthFirstScheduler
{
public enum ExecutionStatus
{

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@ -2,7 +2,7 @@
using System.Collections.Generic;
namespace UniTask
namespace DepthFirstScheduler
{
public class LockQueue<T> where T : class
{

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@ -2,7 +2,7 @@
using System.Collections.Generic;
using UnityEngine;
namespace UniTask
namespace DepthFirstScheduler
{
/// <summary>
/// UniRxのMainThreadDispatcherを参考にした。

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@ -3,7 +3,7 @@ using System.Collections.Generic;
using System.Threading;
namespace UniTask
namespace DepthFirstScheduler
{
/// <summary>
/// http://blogs.msdn.com/b/toub/archive/2006/04/12/blocking-queues.aspx

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@ -5,7 +5,7 @@ using System.Collections.Generic;
using System.Threading.Tasks;
#endif
namespace UniTask
namespace DepthFirstScheduler
{
public interface ISchedulable
{

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@ -1,6 +1,6 @@
using System;
namespace UniTask
namespace DepthFirstScheduler
{
public interface IScheduler : IDisposable
{

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@ -2,7 +2,7 @@
using System.Collections;
using System.Collections.Generic;
namespace UniTask
namespace DepthFirstScheduler
{
public static partial class Scheduler
{

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@ -1,4 +1,4 @@
namespace UniTask
namespace DepthFirstScheduler
{
public static partial class Scheduler
{

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@ -1,6 +1,6 @@
using System;
namespace UniTask
namespace DepthFirstScheduler
{
public static partial class Scheduler
{

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@ -1,7 +1,7 @@
using System;
using System.Threading;
namespace UniTask
namespace DepthFirstScheduler
{
public static partial class Scheduler
{

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@ -3,7 +3,7 @@ using System.Linq;
using System.Collections.Generic;
namespace UniTask
namespace DepthFirstScheduler
{
public enum ChainStatus
{

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@ -1,6 +1,6 @@
using System;
namespace UniTask
namespace DepthFirstScheduler
{
[Serializable]
public struct Unit : IEquatable<Unit>

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@ -5,7 +5,7 @@ using UnityEngine;
using UniGLTF;
using System.Collections.Generic;
using System.Collections;
using UniTask;
using DepthFirstScheduler;
#if (NET_4_6 && UNITY_2017_1_OR_NEWER)
using System.Threading.Tasks;
#endif
@ -414,17 +414,14 @@ namespace VRM
private static Schedulable<GameObject> LoadVrmAsyncInternal(VRMImporterContext ctx, bool show)
{
var schedulable = Schedulable.Create();
return schedulable
return Schedulable.Create()
.AddTask(Scheduler.ThreadPool, () =>
{
return glTF_VRM_Material.Parse(ctx.Json);
})
.ContinueWith(Scheduler.MainThread, x =>
.ContinueWith(Scheduler.MainThread, gltfMaterials =>
{
// material function
ctx.MaterialImporter = new VRMMaterialImporter(ctx, x);
ctx.MaterialImporter = new VRMMaterialImporter(ctx, gltfMaterials);
})
.OnExecute(Scheduler.ThreadPool, parent =>
{