이름 | 설명 |
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CPU | |
CPU.BootGlobalPath | |
InternalPath | |
ProgramContext | |
Stack | |
YieldFinishedDetector | When telling kOS's CPU that it should yield, using the CPU.YieldProgram() method, you make a new instance of a derivative of this class to manage the decision of when it should resume again. kOS's CPU will repeatedly re-check the instance of this class whenever it wants to execute Opcodes, and only when this class says so will it resume execution of the Opcodes. When you make a new instance of this class you should immediately "forget" it after it is passed to YieldProgram() (i.e. don't hold a reference to it.) If you call YieldProgram() again, it should always be a with a new instance of this class. When you inherit from this class, you should store any data values that are part of the decision "am I done waiting" as members of this class, such that each new instance gets its own set of such fields and all instances can decide "am I done" indepentantly of each other. The reason all the above instructions are relevant is that they allow the same Opcode, or Built-in Function to cause more than one YieldProgram to exist similtaneously from them. (i.e. a Wait Opcode inside a function, and that function gets called from both the mainline code and a trigger. You want two different wait timers going for them even though they're coming from the exact same OpcodeWait instance in the program.) |
YieldFinishedGameTimer | A kind of YieldFinishedDetector for use when you just want a 'dumb' timer based on the KSP game clock (note: uses the game's notion of simulated time rather than the real-time wall clock. I.e. the timer is frozen for the duration of a FixedUpdate, and doesn't move at all if the game is paused, etc.). You'd have to make a slightly different derivative of YieldFinishedDetector in order to base your timer on the out-of-game wall clock. |
YieldFinishedGetChar | Description of YieldFinishedGetChar. |
YieldFinishedNextTick | A kind of YieldFinishedDetector for when you want to wait literaly just until the next tick, by returning true unconditionally when asked "are you done". |