feat: ICoroutineYield for Delaying Coroutines
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@@ -36,8 +36,13 @@ public class PhysicsCoroutineManager : HierarchyObjectBase
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private void OnPhysicsStep(IPhysicsEngine2D sender, float stepDeltaTime)
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{
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for (int i = enumerators.Count - 1; i >= 0; i--)
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{
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if (enumerators[i].Current is ICoroutineYield coroutineYield && coroutineYield.Yield())
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continue;
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if (!enumerators[i].MoveNext())
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enumerators.RemoveAt(i);
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}
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}
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protected override void OnExitingHierarchy(IGameManager gameManager)
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