Unity--协程工具

2017-10-19  本文已影响0人  ZZ曾帅

一行代码实现生成怪物(一个集合委托、泛型、结构体的协程自定义工具)

今天给大家分享一个小工具,平时大家是不是有这么一个需求(举个例子):在达到某个条件下隔5秒开始生成怪物,然后怪物每隔1秒生成一个,一共生成100个.大家肯定想到这玩意和计时器有关,但是由于计时器的帧率可能会误差0.02秒,所以个人还是不推荐啦,于是想到了携程,想了一下,这里一个携程那里一个协程,非常冗余,代码不美观,何尝我们不做一个协程管理器呢~

TaskManager.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 无返回值无参数的委托
/// </summary>
public delegate void NoRetNoPraFunc();
/// <summary>
/// 存储数据的结构体
/// </summary>
public struct NoRetNoPraData
{
    public float time;
    public NoRetNoPraFunc func;
    public NoRetNoPraData(float mTime, NoRetNoPraFunc mFunc)
    {
        time = mTime;
        func = mFunc;
    }
}




/// <summary>
/// 一个泛型类型的委托
/// </summary>
/// <typeparam name="T"></typeparam>
/// <param name="T_parameter"></param>
public delegate void NoRetPraFunc<T>(T T_parameter);
/// <summary>
/// 存储数据的泛型结构体
/// </summary>
/// <typeparam name="T"></typeparam>
public struct NoRetPraData<T>
{
    public float interval;
    public int count;
    public T T_param;
    public float time;
    public NoRetPraFunc<T> func;
    public NoRetPraData(NoRetPraFunc<T> mFunc, float mTime,T mPara,int mCount,float mInterval)
    {
        func = mFunc;
        time = mTime;
        T_param = mPara;
        count = mCount;
        interval = mInterval;
    }
}

public class TaskManager : MonoBehaviour {

    public static TaskManager _instance;

    public TaskManager() {
        _instance = this;
    }

    IEnumerator Doing(NoRetNoPraData mStructData)
    {
        yield return new WaitForSeconds(mStructData.time);
        mStructData.func();
    }

    IEnumerator Doing<T>(NoRetPraData<T> mStructData) {
        yield return new WaitForSeconds(mStructData.time);
        for (int i = 0;i<mStructData.count;i++) {
            yield return new WaitForSeconds(mStructData.interval);
            mStructData.func(mStructData.T_param);
        }
    }


    public void DoingInSeconds(NoRetNoPraFunc func, float time)
    {
        NoRetNoPraData mData = new NoRetNoPraData(time, func);
        StartCoroutine("Doing", mData);
    }

    /// <summary>
    /// 开启携程
    /// </summary>
    /// <typeparam name="T">泛型</typeparam>
    /// <param name="func">委托</param>
    /// <param name="time">等待执行时间</param>
    /// <param name="mParameter">泛型参数</param>
    /// <param name="mCount">循环的次数</param>
    /// <param name="mInterval">循环的时间间隔</param>
    public void DoingInSeconds<T>(NoRetPraFunc<T> func ,float time ,T mParameter,int mCount,float mInterval) {
        NoRetPraData<T> mData = new NoRetPraData<T>(func, time, mParameter, mCount, mInterval);
        StartCoroutine(Doing<T>(mData));
    }
}

Test.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Test : MonoBehaviour {

    // Use this for initialization
    void Start () {
        TaskManager._instance.DoingInSeconds(()=> {
            print("3.0f");
        },2.0f);
        TaskManager._instance.DoingInSeconds<string>((string s)=> {
            print(s);
        },5.0f,"我的女神在隔壁",8,0.1f);
        

    }
}

效果图

协程工具.png
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