mirror of
https://github.com/vrm-c/UniVRM.git
synced 2026-05-12 05:24:14 -05:00
rename UniTask to DepthFirstScheduler
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parent
000248e729
commit
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@ -1,7 +1,7 @@
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using System;
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using System.Collections;
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namespace UniTask
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namespace DepthFirstScheduler
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{
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public enum ExecutionStatus
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{
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@ -2,7 +2,7 @@
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using System.Collections.Generic;
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namespace UniTask
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namespace DepthFirstScheduler
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{
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public class LockQueue<T> where T : class
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{
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@ -2,7 +2,7 @@
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using System.Collections.Generic;
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using UnityEngine;
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namespace UniTask
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namespace DepthFirstScheduler
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{
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/// <summary>
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/// UniRxのMainThreadDispatcherを参考にした。
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@ -3,7 +3,7 @@ using System.Collections.Generic;
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using System.Threading;
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namespace UniTask
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namespace DepthFirstScheduler
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{
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/// <summary>
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/// 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;
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using System.Threading.Tasks;
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#endif
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namespace UniTask
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namespace DepthFirstScheduler
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{
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public interface ISchedulable
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{
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@ -1,6 +1,6 @@
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using System;
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namespace UniTask
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namespace DepthFirstScheduler
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{
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public interface IScheduler : IDisposable
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{
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@ -2,7 +2,7 @@
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using System.Collections;
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using System.Collections.Generic;
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namespace UniTask
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namespace DepthFirstScheduler
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{
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public static partial class Scheduler
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{
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@ -1,4 +1,4 @@
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namespace UniTask
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namespace DepthFirstScheduler
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{
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public static partial class Scheduler
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{
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@ -1,6 +1,6 @@
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using System;
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namespace UniTask
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namespace DepthFirstScheduler
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{
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public static partial class Scheduler
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{
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@ -1,7 +1,7 @@
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using System;
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using System.Threading;
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namespace UniTask
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namespace DepthFirstScheduler
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{
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public static partial class Scheduler
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{
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@ -3,7 +3,7 @@ using System.Linq;
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using System.Collections.Generic;
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namespace UniTask
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namespace DepthFirstScheduler
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{
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public enum ChainStatus
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{
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@ -1,6 +1,6 @@
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using System;
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namespace UniTask
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namespace DepthFirstScheduler
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{
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[Serializable]
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public struct Unit : IEquatable<Unit>
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@ -5,7 +5,7 @@ using UnityEngine;
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using UniGLTF;
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using System.Collections.Generic;
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using System.Collections;
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using UniTask;
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using DepthFirstScheduler;
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#if (NET_4_6 && UNITY_2017_1_OR_NEWER)
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using System.Threading.Tasks;
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#endif
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@ -414,17 +414,14 @@ namespace VRM
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private static Schedulable<GameObject> LoadVrmAsyncInternal(VRMImporterContext ctx, bool show)
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{
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var schedulable = Schedulable.Create();
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return schedulable
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return Schedulable.Create()
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.AddTask(Scheduler.ThreadPool, () =>
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{
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return glTF_VRM_Material.Parse(ctx.Json);
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})
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.ContinueWith(Scheduler.MainThread, x =>
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.ContinueWith(Scheduler.MainThread, gltfMaterials =>
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{
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// material function
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ctx.MaterialImporter = new VRMMaterialImporter(ctx, x);
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ctx.MaterialImporter = new VRMMaterialImporter(ctx, gltfMaterials);
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})
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.OnExecute(Scheduler.ThreadPool, parent =>
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{
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