namespace UnityAsync { public enum FrameScheduler : byte { Update, LateUpdate, FixedUpdate } /// /// Allows awaitable instructions to be implemented in a similar fashion to /// s without the use of abstract classes and heap allocations. /// For maximum versatility, any struct which implements this should have a public Continuation{T} GetAwaiter() /// method exposed. See for a concise example. /// public interface IAwaitInstruction { bool IsCompleted(); } }