Java高并发高性能编程(多线程,协程,Actor,RxJava、Akka、Reactor)

协程(五)简单模拟协程

2019-07-29  本文已影响0人  86a262e62b0b

协程(一)基本使用
协程(二)协程什么时候调用
协程(三)IEnumerable、IEnumerator、foreach、迭代
协程(四)yield与迭代器
协程(五)简单模拟协程
协程(六)有关优化

参考:https://blog.csdn.net/here4one/article/details/83053417

一.类似上一节的代码:

IEnumerator TestCoroutine()
{
    yield return null;              //返回内容为null

    yield return 1;                 //返回内容为1

    yield return "sss";             //返回内容为"sss"

    yield break;                    //跳出,类似普通函数中的return语句

    yield return 999;               //由于break语句,该内容无法返回
}

void Start()
{
    IEnumerator e = TestCoroutine();
    while (e.MoveNext())
    {
        Debug.Log(e.Current);       //依次输出枚举接口返回的值
    }
}

二. 简单模拟协程

  1. 测试类
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Text : MonoBehaviour
{
    public MyCoroutines myCoroutines;
    // Start is called before the first frame update
    void Start()
    {
        myCoroutines.MyStartCoroutine(h1());
        myCoroutines.MyStartCoroutine(h2());
    }

    private IEnumerator h1()
    {
        Debug.Log("h1 1");
        yield return null;

        Debug.Log("h1 2");
        yield return null;

        Debug.Log("h1 3");
        yield return new MyWaitForSeconds(2.0f);

        Debug.Log("h1 4");
        yield return null;

        Debug.Log("h1 5");
    }

    private IEnumerator h2()
    {
        Debug.Log("h2 1");
        yield return new MyWaitForSeconds(5.0f);

        Debug.Log("h2 2");
        yield return null;

        Debug.Log("h2 3");
        yield return null;

        Debug.Log("h2 4");
        yield return new MyWaitForSeconds(3.0f);

        Debug.Log("h2 5");
        yield return null;
    }
}

  1. 协程类
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class MyCoroutines : MonoBehaviour
{
    private List<IEnumerator> coroutines = new List<IEnumerator>();
    private bool isContinue;

    // 协程是在Update之后,LateUpdate之前执行,Unity未暴露出接口,只能将就着放在LateUpdate中
    private void LateUpdate()
    {
        if (coroutines.Count > 0)
        {
            for (int i = 0; i < coroutines.Count; i++)
            {
                isContinue = true;
                if (coroutines[i].Current is MyWaitForSeconds)
                {
                    MyWaitForSeconds myWaitForSeconds = coroutines[i].Current as MyWaitForSeconds;
                    myWaitForSeconds.AddTime(Time.deltaTime);
                    if (!myWaitForSeconds.CheckTime())
                    {
                        isContinue = false;
                    }
                }

                if (isContinue && !coroutines[i].MoveNext())
                {
                    coroutines.RemoveAt(i);
                    i--;
                }
            }
        }
    }

    public void MyStartCoroutine(IEnumerator routine)
    {
        if (!coroutines.Contains(routine))
        {
            coroutines.Add(routine);
        }
    }
}
  1. 延迟类
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class MyWaitForSeconds
{
    private float delay;
    private float currentTime;

    public MyWaitForSeconds(float delay)
    {
        this.delay = delay;
        currentTime = 0f;
    }

    public void AddTime(float addTime)
    {
        currentTime += addTime;
    }
    public bool CheckTime()
    {
        if (currentTime >= delay)
        {
            return true;
        }
        return false;
    }
}
  1. 测试结果


    测试结果
  1. 另外在放上一个协程的交叉调用类
using System;  
using System.Collections.Generic;  
using System.Linq;  
using UnityEngine;  
using System.Collections;  
   
[RequireComponent(typeof(GUIText))]  
public class Hijack : MonoBehaviour {  
   
    //This will hold the counting up coroutine  
    IEnumerator _countUp;  
    //This will hold the counting down coroutine  
    IEnumerator _countDown;  
    //This is the coroutine we are currently  
    //hijacking  
    IEnumerator _current;  
   
    //A value that will be updated by the coroutine  
    //that is currently running  
    int value = 0;  
   
    void Start()  
    {  
        //Create our count up coroutine  
        _countUp = CountUp();  
        //Create our count down coroutine  
        _countDown = CountDown();  
        //Start our own coroutine for the hijack  
        StartCoroutine(DoHijack());  
    }  
   
    void Update()  
    {  
        //Show the current value on the screen  
        guiText.text = value.ToString();  
    }  
   
    void OnGUI()  
    {  
        //Switch between the different functions  
        if(GUILayout.Button("Switch functions"))  
        {  
            if(_current == _countUp)  
                _current = _countDown;  
            else  
                _current = _countUp;  
        }  
    }  
   
    IEnumerator DoHijack()  
    {  
        while(true)  
        {  
            //Check if we have a current coroutine and MoveNext on it if we do  
            if(_current != null && _current.MoveNext())  
            {  
                //Return whatever the coroutine yielded, so we will yield the  
                //same thing  
                yield return _current.Current;  
            }  
            else  
                //Otherwise wait for the next frame  
                yield return null;  
        }  
    }  
   
    IEnumerator CountUp()  
    {  
        //We have a local increment so the routines  
        //get independently faster depending on how  
        //long they have been active  
        float increment = 0;  
        while(true)  
        {  
            //Exit if the Q button is pressed  
            if(Input.GetKey(KeyCode.Q))  
                break;  
            increment+=Time.deltaTime;  
            value += Mathf.RoundToInt(increment);  
            yield return null;  
        }  
    }  
   
    IEnumerator CountDown()  
    {  
        float increment = 0f;  
        while(true)  
        {  
            if(Input.GetKey(KeyCode.Q))  
                break;  
            increment+=Time.deltaTime;  
            value -= Mathf.RoundToInt(increment);  
            //This coroutine returns a yield instruction  
            yield return new WaitForSeconds(0.1f);  
        }  
    } 
}  
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