Unity-TaskManager
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one frame delay?
i think IEnumerator CallWrapper() { yield return null; IEnumerator e = coroutine; while(running) { if(paused) yield return null; else { if(e != null && e.MoveNext()) { yield return e.Current; } else { running = false; } } }
FinishedHandler handler = Finished;
if (handler != null) {
handler (stopped);
}
yield return null;
}
should change to IEnumerator CallWrapper() { ///yield return null; IEnumerator e = coroutine; while(running) { if(paused) yield return null; else { if(e != null && e.MoveNext()) { yield return e.Current; } else { running = false; } } }
FinishedHandler handler = Finished;
if (handler != null) {
handler (stopped);
}
yield return null;
}
otherwise the coroutine will be one frame delay to execute, and in some case may cause wrong effect.