What is the current behavior?
Call DialogueRunner.Stop() will potentially leaves pending UniTask
Please provide the steps to reproduce, and if possible a minimal demo of the problem:
- Have a script call DialogueRunner.Stop() when the object is destroyed
- Stop unity editor
What is the expected behavior?
No pending UniTask show in the UniTask tracker windows
Please tell us about your environment
- Operating System: windows11
- Yarn Spinner Version: 3.2.1
- Extension Version:
- Unity Version: 6000.4.10
Other information
I think this change simply fix it.
public async YarnTask Stop()
{
if (Dialogue.IsActive == false) return;
dialogueCancellationCompletion = new YarnTaskCompletionSource();
CancelDialogue();
await dialogueCancellationCompletion.Task;
dialogueCancellationCompletion = null;
}
What is the current behavior?
Call DialogueRunner.Stop() will potentially leaves pending UniTask
Please provide the steps to reproduce, and if possible a minimal demo of the problem:
What is the expected behavior?
No pending UniTask show in the UniTask tracker windows
Please tell us about your environment
Other information
I think this change simply fix it.