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Unityのエディタ拡張でコルーチン処理をする

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StartCoroutineが使えなくても大丈夫。

using UnityEngine;
using System.Collections;
using UnityEditor;

public class TestEditor : EditorWindow {

    [MenuItem("Test/Go")]
    static void Go() {
        GetWindow<TestEditor> ();
    }

    void OnGUI() {
        EditorGUILayout.LabelField ("Test");
        if (GUILayout.Button ("Push")) {
            Debug.Log ("Pushed");
            IEnumerator t = Test ();
            while (t.MoveNext ()) {
                Debug.Log ("Current: " + t.Current);
            }
        }
    }

    public IEnumerator Test() {
        Debug.Log ("Test 0");
        yield return "Test 1";
        Debug.Log ("Test 2");
        yield return "Test 3";
        Debug.Log ("Test 4");
    }
}
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