Unity中协程的主动调用

发表于2017-05-27
评论0 1.4k浏览
在Unity中,协程的使用频率非常的高,在项目中,有的时候需要手动控制协程的更新,也就是重写StartCoroutine方法。下面就给大家介绍下协程的主动调用,具体如下:
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using System; 
using System.Collections; 
using System.Collections.Generic; 
using UnityEngine; 
using System.Reflection; 
   
public class CoroutineManager { 
    public Clock clock { get; private set; } 
    private HashSet cIters ; 
    private List itAddTemp; 
    private List itDelTemp; 
   
    private CoroutineManager() { 
        cIters = new HashSet(); 
        itAddTemp = new List(); 
        itDelTemp = new List(); 
        clock = new Clock(); 
    
   
    private static CoroutineManager instance = null
    public static CoroutineManager Instance { 
        get
            if (instance == null) { 
                instance = new CoroutineManager(); 
            
            return instance; 
        
    
   
    public static float time { 
        get
            return Instance.clock.time; 
        
    
    public CoroutineIter StartCoroutine(IEnumerator _it) { 
        var iter = new CoroutineIter(_it); 
        itAddTemp.Add(iter); 
        return iter; 
    
   
    public void StopCoroutine(CoroutineIter cIter) { 
        if (cIter != null) { 
           itDelTemp.Add(cIter); 
        
    
   
    public bool doUpdate(float dt) { 
        if (itAddTemp.Count > 0) {  // 添加  
            itAddTemp.ForEach(it => { cIters.Add(it); }); 
            itAddTemp.Clear(); 
        
        if (clock.tick(dt) && cIters.Count > 0) { 
            foreach (var i in cIters) { 
                i.doUpdate(dt); 
            
            cIters.RemoveWhere(i => i.isEnd); 
        
        if (itDelTemp.Count > 0) { // 删除 
            itDelTemp.ForEach(it => { cIters.Remove(it); }); 
            itDelTemp.Clear(); 
        
        return cIters.Count > 0; 
    
   
    public class Clock { 
        public int frame { get; private set; } 
        public float time { get; private set; } 
        public float dt { get; private set; } 
        public void reset() { 
            time = dt = 0; 
        
        public bool tick(float _dt) { 
            if (frame < Time.frameCount) { 
                dt = _dt; 
                time += _dt; 
                frame = Time.frameCount; 
                return true
            
            return false
        
    
   
public class CoroutineIter { 
    public bool isEnd { get; private set; } 
    Stack stack = new Stack(); 
    IEnumerator it; 
    public CoroutineIter(IEnumerator _it) { 
        it = _it; 
        isEnd = it == null
    
   
    public void doUpdate(float dt) { 
        if (!isEnd) { 
            if (it.MoveNext()) { 
                dealCurrent(it.Current); 
            } else
                it = stack.Count > 0 ? stack.Pop() : null
            
            isEnd = it == null
        
    
   
    private void dealCurrent(object cur) { 
        if (it.Current is IEnumerator) { 
            stack.Push(it); 
            it = it.Current as IEnumerator; 
        } else if (it.Current is WaitForSeconds) { 
            stack.Push(it); 
            it = new MyWaitForSecond(it.Current as WaitForSeconds); 
        
    
   
class MyWaitForSecond : CustomYieldInstruction { 
    private float duration; 
    private float startTime; 
    CoroutineManager cm; 
    public MyWaitForSecond(WaitForSeconds wfs) { 
        duration = GetPrivateFieldValue<float>(wfs, "m_Seconds"); 
        cm = CoroutineManager.Instance; 
        startTime = cm.clock.time; 
    
   
    public override bool keepWaiting { 
        get
            return (cm.clock.time - startTime) < duration; 
        
    
   
    private static T GetPrivateFieldValue(object obj, string propName) { 
        if (obj == null
            throw new ArgumentNullException("obj"); 
        Type t = obj.GetType(); 
        FieldInfo fi = null
        while (fi == null && t != null) { 
            fi = t.GetField(propName, BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance); 
            t = t.BaseType; 
        
        if (fi == null
            throw new ArgumentOutOfRangeException("propName"
                                                  string.Format("Field {0} was not found in Type {1}", propName, 
                                                                obj.GetType().FullName)); 
        return (T)fi.GetValue(obj); 
    
float>
调用方法:
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using System; 
using System.Collections; 
using UnityEngine; 
   
public class Testtest : MonoBehaviour { 
    CoroutineIter iter; 
    void Start() { 
        CoroutineManager.Instance.StartCoroutine(testx0()); 
        //StartCoroutine(test0()); 
    
   
    void Update() { 
        if (!CoroutineManager.Instance.doUpdate(Time.deltaTime)) { 
            Debug.LogError("=======EEEEEEEE======="); 
        
    
   
    private IEnumerator testx0() { 
        Debug.Log("======={{{{ ======="); 
        yield return null
        var handler = CoroutineManager.Instance.StartCoroutine(testx1()); 
        yield return new WaitForSeconds(3f); 
        CoroutineManager.Instance.StopCoroutine(handler); 
        Debug.Log("======= }}}} ======="); 
        yield return new WaitForSeconds(1f); 
        Debug.Log("======= End ======="); 
    
   
    private IEnumerator testx1() { 
        int i = 0; 
        while (true) { 
            yield return new WaitForSeconds(0.3f); 
            Debug.Log(">>> " + (i++)); 
        
    
   
    private IEnumerator test0() { 
        yield return test1(); 
        Debug.Log("000000000000"); 
        yield return test2(); 
        Debug.Log("000000000000"); 
    
   
    private IEnumerator test1() { 
        Debug.Log("111111  : " + Time.time); 
        yield return new WaitForSeconds(1f); 
        Debug.Log("111111  : " + Time.time); 
    
   
    private IEnumerator test2() { 
        Debug.Log("222222  : " + Time.time); 
        yield return new WaitForSeconds(2f); 
        Debug.Log("22222  : " + Time.time); 
    
   
    private IEnumerator testA() { 
        for (int i = 0; i < 3; i++) { 
            yield return new WaitForSeconds(i); 
            Debug.Log("-1-   " + CoroutineManager.time); 
        
        Debug.Log("-2-"); 
        yield return null
        Debug.Log("-3-"); 
        yield return new CC(); 
        Debug.Log("-4-  " + CoroutineManager.time); 
        yield return new WaitUntil(delegate
            return CoroutineManager.time > 5; 
        }); 
        Debug.Log("-5-  "+ CoroutineManager.time); 
        yield return new WaitWhile(delegate
            return CoroutineManager.time < 8; 
        }); 
        Debug.Log("-6-  "+ CoroutineManager.time); 
   
    
   
    class CC : CustomYieldInstruction { 
        int i = 0; 
        public override bool keepWaiting { 
            get
                Debug.Log("CC > " + i); 
                return i++ < 10; 
            
        
    
}
另外,协程遍历的方法,其实是一个树的深度遍历:
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using UnityEngine;   
using UnityEditor;   
using NUnit.Framework;   
using System;   
using System.Collections;   
using System.Collections.Generic;   
     
public class NewEditorTest {   
    [Test]   
    public void EditorTest() {   
        //Iterate (test01 (0));   
        Iterate(testA(), obj=>{   
            if(obj is YieldInstruction){   
                Debug.LogFormat("!!YI: " + obj.GetType().Name);   
            } else if(obj is CustomYieldInstruction) {   
                Debug.LogFormat("!!CYI: {0}, isIt? {1} ", obj.GetType().Name, obj is IEnumerator);   
            }   
        });   
    }   
             
    private void Iterate(IEnumerator _it, System.Action<object> action = null) {   
        Stack stack = new Stack ();   
        var it = _it;   
        while (it != null) {   
            while (it.MoveNext ()) {   
                if (action != null)   
                    action (it.Current);   
                if (it.Current is IEnumerator) {   
                    stack.Push (it);   
                    it = it.Current as IEnumerator;   
                    continue;   
                }   
            }   
            it = stack.Count > 0 ? stack.Pop() : null;   
        }   
    }   
    float time = 0;   
    private IEnumerator testA() {   
        for (int i = 0; i < 3; i++) {   
            Debug.Log ("-1-");   
            yield return new WaitForSeconds (i);   
        }   
        Debug.Log ("-2-");   
        yield return null;   
        Debug.Log ("-3-");   
        yield return new CC ();   
        Debug.Log ("-4-");   
        yield return new WaitUntil (delegate {   
            time += 0.3f;   
            Debug.Log(">Time: " + time);   
            return time > 10;   
        });   
        Debug.Log ("-5-");   
        yield return new WaitWhile (delegate {   
            time += 0.3f;   
            Debug.Log(">Time: " + time);   
            return time < 15;   
        });   
    }   
     
    class CC : CustomYieldInstruction {   
        int i = 0;   
        public override bool keepWaiting {   
            get {   
                Debug.Log ("CC > " + i);   
                return i++ < 10;   
            }   
        }   
    }   
     
    private IEnumerator test01(int l) {   
        Debug.Log ("----test01-{{{");   
        print (1, l);   
        yield return test02 (l+1);   
        print (2, l);   
        yield return null;   
        print (3, l);   
        yield return test03(l+1);   
        print (4, l);   
        Debug.Log ("}}}test01-----");   
    }   
             
    private IEnumerator test02(int l) {   
        Debug.Log ("----test02-{{{");   
        print (1, l);   
        yield return test03 (l+1);   
        print (2, l);   
        yield return null;   
        print (3, l);   
        yield return test03(l+1);   
        print (4, l);   
        Debug.Log ("}}}test02-----");   
     
    }   
     
    private IEnumerator test03(int l) {   
        Debug.Log ("----test03-{{{");   
        print (1, l);   
        yield return null;   
        Debug.Log ("}}}test03-----");   
    }   
     
    private void print(int num, int level) {   
        string rt = "";   
        for (int i = 0; i < level; i++) {   
            rt += "   ";   
        }   
        Debug.LogFormat ("{0}{1}", rt, num);   
    }   
}    object>

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