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| public class Async : MonoBehaviour { private void Update() { if (!Input.GetKeyDown(KeyCode.A)) return; Task.Run(new Action((object) this, __methodptr(<Update>b__1_0))); }
[AsyncStateMachine(typeof (Async.<StartWork>d__2))] [DebuggerStepThrough] private void StartWork() { Async.<StartWork>d__2 stateMachine = new Async.<StartWork>d__2(); stateMachine.<>4__this = this; stateMachine.<>t__builder = AsyncVoidMethodBuilder.Create(); stateMachine.<>1__state = -1; stateMachine.<>t__builder.Start<Async.<StartWork>d__2>(ref stateMachine); }
[AsyncStateMachine(typeof (Async.<DoWork>d__3))] [DebuggerStepThrough] private Task DoWork() { Async.<DoWork>d__3 stateMachine = new Async.<DoWork>d__3(); stateMachine.<>4__this = this; stateMachine.<>t__builder = AsyncTaskMethodBuilder.Create(); stateMachine.<>1__state = -1; stateMachine.<>t__builder.Start<Async.<DoWork>d__3>(ref stateMachine); return stateMachine.<>t__builder.Task; }
public Async() { base..ctor(); }
[CompilerGenerated] private void <Update>b__1_0() { this.StartWork(); }
[CompilerGenerated] private sealed class <StartWork>d__2 : IAsyncStateMachine { public int <>1__state; public AsyncVoidMethodBuilder <>t__builder; public Async <>4__this; private TaskAwaiter <>u__1;
public <StartWork>d__2() { base..ctor(); }
void IAsyncStateMachine.MoveNext() { int num1 = this.<>1__state; try { TaskAwaiter awaiter; int num2; if (num1 != 0) { UnityEngine.Debug.Log((object) ("start.." + (object) Thread.CurrentThread.ManagedThreadId)); awaiter = this.<>4__this.DoWork().GetAwaiter(); if (!awaiter.IsCompleted) { this.<>1__state = num2 = 0; this.<>u__1 = awaiter; Async.<StartWork>d__2 stateMachine = this; this.<>t__builder.AwaitUnsafeOnCompleted<TaskAwaiter, Async.<StartWork>d__2>(ref awaiter, ref stateMachine); return; } } else { awaiter = this.<>u__1; this.<>u__1 = new TaskAwaiter(); this.<>1__state = num2 = -1; } awaiter.GetResult(); UnityEngine.Debug.Log((object) ("end.." + (object) Thread.CurrentThread.ManagedThreadId)); } catch (Exception ex) { this.<>1__state = -2; this.<>t__builder.SetException(ex); return; } this.<>1__state = -2; this.<>t__builder.SetResult(); }
[DebuggerHidden] void IAsyncStateMachine.SetStateMachine(IAsyncStateMachine stateMachine) { } }
[CompilerGenerated] private sealed class <DoWork>d__3 : IAsyncStateMachine { public int <>1__state; public AsyncTaskMethodBuilder <>t__builder; public Async <>4__this; private Task <task>5__1; private TaskAwaiter <>u__1;
public <DoWork>d__3() { base..ctor(); }
void IAsyncStateMachine.MoveNext() { int num1 = this.<>1__state; try { TaskAwaiter awaiter; int num2; if (num1 != 0) { UnityEngine.Debug.Log((object) ("task start.." + (object) Thread.CurrentThread.ManagedThreadId)); this.<task>5__1 = Task.Delay(1000); awaiter = this.<task>5__1.GetAwaiter(); if (!awaiter.IsCompleted) { this.<>1__state = num2 = 0; this.<>u__1 = awaiter; Async.<DoWork>d__3 stateMachine = this; this.<>t__builder.AwaitUnsafeOnCompleted<TaskAwaiter, Async.<DoWork>d__3>(ref awaiter, ref stateMachine); return; } } else { awaiter = this.<>u__1; this.<>u__1 = new TaskAwaiter(); this.<>1__state = num2 = -1; } awaiter.GetResult(); UnityEngine.Debug.Log((object) ("task end.." + (object) Thread.CurrentThread.ManagedThreadId)); } catch (Exception ex) { this.<>1__state = -2; this.<>t__builder.SetException(ex); return; } this.<>1__state = -2; this.<>t__builder.SetResult(); }
[DebuggerHidden] void IAsyncStateMachine.SetStateMachine(IAsyncStateMachine stateMachine) { } } }
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