Answers for "use try catch in coroutine unity"

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use try catch in coroutine unity

using System;
using System.Collections;
 
using UnityEngine;
 
/// <summary>
/// Utility functions to handle exceptions thrown from coroutine and iterator functions
/// http://JacksonDunstan.com/articles/3718
/// </summary>
public static class CoroutineUtils
{
	/// <summary>
	/// Start a coroutine that might throw an exception. Call the callback with the exception if it
	/// does or null if it finishes without throwing an exception.
	/// </summary>
	/// <param name="monoBehaviour">MonoBehaviour to start the coroutine on</param>
	/// <param name="enumerator">Iterator function to run as the coroutine</param>
	/// <param name="done">Callback to call when the coroutine has thrown an exception or finished.
	/// The thrown exception or null is passed as the parameter.</param>
	/// <returns>The started coroutine</returns>
	public static Coroutine StartThrowingCoroutine(
		this MonoBehaviour monoBehaviour,
		IEnumerator enumerator,
		Action<Exception> done
	)
	{
		return monoBehaviour.StartCoroutine(RunThrowingIterator(enumerator, done));
	}
 
	/// <summary>
	/// Run an iterator function that might throw an exception. Call the callback with the exception
	/// if it does or null if it finishes without throwing an exception.
	/// </summary>
	/// <param name="enumerator">Iterator function to run</param>
	/// <param name="done">Callback to call when the iterator has thrown an exception or finished.
	/// The thrown exception or null is passed as the parameter.</param>
	/// <returns>An enumerator that runs the given enumerator</returns>
	public static IEnumerator RunThrowingIterator(
		IEnumerator enumerator,
		Action<Exception> done
	)
	{
		while (true)
		{
			object current;
			try
			{
				if (enumerator.MoveNext() == false)
				{
					break;
				}
				current = enumerator.Current;
			}
			catch (Exception ex)
			{
				done(ex);
				yield break;
			}
			yield return current;
		}
		done(null);
	}
}
Posted by: Guest on September-17-2020

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