Depiction Engine For Unity 2023.0 (Alpha)
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DepictionEngine.Processor Class Reference

Abstracts the complexity of running code Asynchronously(Task or Coroutine) based on platform. More...

Public Types

enum  ProcessingState { None , Processing , Completed , Canceled }
 The different processing state.

None:
Processing as not started.

Processing:
Currently processing.

Completed:
Processing as completed.

Canceled:
Processing was canceled.
 
enum  ProcessingType { AsyncTask , AsyncCoroutine , Sync }
 The different processing type.

AsyncTask:
Asynchronous Task.

AsyncCoroutine:
Asynchronous Coroutine.

Sync:
Synchronized.
 

Public Member Functions

bool Cancel ()
 
bool ProcessingWasCompromised ()
 
void StartProcessing (Func< ProcessorOutput, ProcessorParameters, IEnumerator > func, Type dataType, Type parametersType, Action< ProcessorParameters > parametersCallback=null, Action< ProcessorOutput, string > processingCompleted=null, ProcessingType processingType=ProcessingType.AsyncTask)
 
void Dispose ()
 
- Public Member Functions inherited from DepictionEngine.Disposable
virtual void Recycle ()
 Resets the fields to their default value so the object can be reused again. It will be called by the DepictionEngine.PoolManager if the object is being recycled from the pool.
 
bool Initialize ()
 Needs to be called before the object can be used. Objects created through the DepictionEngine.InstanceManager should automatically Initialize the object.
 
virtual void Initializing ()
 
virtual void InitializeFields ()
 
virtual void InitializeSerializedFields ()
 
virtual void UpdateAllDelegates ()
 
virtual void Initialized (InitializationContext initializingContext)
 Acts as a reliable constructor and will always by called unlike Awake which is sometimes skipped during Undo / Redo operations.
 
bool IsDisposing ()
 Is the object disposing?.
 
bool IsDisposed ()
 Has the object been disposed?
 
bool IsDestroying ()
 
void MarkAsNotPoolable ()
 
virtual void OnBeforeSerialize ()
 
virtual void OnAfterDeserialize ()
 
bool OnDisposing ()
 
bool UpdateDisposingContext (bool forceUpdate=false)
 This is where you clear or dispose any remaining references. It will be called automatically by DepictionEngine.DisposeManager immediately after DepictionEngine.IDisposable.OnDisposing unless the object was Destroyed as a result of an Editor action.
 
void OnDisposeInternal (DisposeContext disposeContext)
 
virtual bool OnDispose (DisposeContext disposeContext)
 This is where you dispose any remaining dependencies.
 
bool Equals (Null value)
 
override bool Equals (object value)
 
override int GetHashCode ()
 
void Initialized (InitializationContext initializingContext)
 Acts as a reliable constructor and will always by called unlike Awake which is sometimes skipped during Undo / Redo operations.
 
void Recycle ()
 Resets the fields to their default value so the object can be reused again. It will be called by the DepictionEngine.PoolManager if the object is being recycled from the pool.
 
bool Initialize ()
 Needs to be called before the object can be used. Objects created through the DepictionEngine.InstanceManager should automatically Initialize the object.
 
bool IsDisposing ()
 Is the object disposing?.
 
bool IsDisposed ()
 Has the object been disposed?
 
bool OnDisposing ()
 
bool OnDispose (DisposeContext disposeContext)
 This is where you dispose any remaining dependencies.
 
void OnDisposeInternal (DisposeContext disposeContext)
 
bool UpdateDisposingContext (bool forceUpdate=false)
 This is where you clear or dispose any remaining references. It will be called automatically by DepictionEngine.DisposeManager immediately after DepictionEngine.IDisposable.OnDisposing unless the object was Destroyed as a result of an Editor action.
 
bool Equals (Disposable.Null value)
 

Static Public Member Functions

static ProcessorParameters CreateParametersInstance (Type type)
 
- Static Public Member Functions inherited from DepictionEngine.Disposable
static bool IsDisposed< T > (T disposable)
 Is the object Destroyed OR Pooled(if the object is an DepictionEngine.IDisposable).
 
static bool operator!= (Disposable lhs, Null rhs)
 
static bool operator== (Disposable lhs, Null _)
 

Properties

ProcessingState processingState [get]
 
- Properties inherited from DepictionEngine.Disposable
bool initialized [get]
 Has the object been initialized.
 
bool poolComplete [get, set]
 Is the object done disposing.
 
DisposeContext disposingContext [get]
 The DepictionEngine.DisposeContext under which the object was destroyed.
 
bool notPoolable [get]
 
Action< IDisposableInitializedEvent [get, set]
 Dispatched after the object as been initialized.
 
Action< IDisposable, DisposeContextDisposedEvent [get, set]
 Dispatched during the DepictionEngine.MonoBehaviourDisposable.OnDispose, DepictionEngine.ScriptableObjectDisposable.OnDispose or DepictionEngine.Disposable.OnDispose.
 
- Properties inherited from DepictionEngine.IDisposable
Action< IDisposableInitializedEvent [get, set]
 Dispatched after the object as been initialized.
 
Action< IDisposable, DisposeContextDisposedEvent [get, set]
 Dispatched during the DepictionEngine.MonoBehaviourDisposable.OnDispose, DepictionEngine.ScriptableObjectDisposable.OnDispose or DepictionEngine.Disposable.OnDispose.
 
bool initialized [get]
 Has the object been initialized.
 
bool poolComplete [get, set]
 Is the object done disposing.
 
DisposeContext disposingContext [get]
 The DepictionEngine.DisposeContext under which the object was destroyed.
 

Additional Inherited Members

- Static Public Attributes inherited from DepictionEngine.Disposable
static readonly Null NULL = new()
 A value used for equality operators to establish whether an DepictionEngine.IDisposable is Destroyed OR Pooled.
 
- Protected Member Functions inherited from DepictionEngine.Disposable
virtual DisposeContext GetDisposingContext ()
 

Detailed Description

Abstracts the complexity of running code Asynchronously(Task or Coroutine) based on platform.


The documentation for this class was generated from the following file: