unity协程
今天在网上看见一个人的博客,发现对unity Coroutine有深入的了解分享一下
unity MonoBehaviour函数执行顺序:
1.png1.
线程(Thread)和协程(Coroutine)
协程的作用一共有两点:1)延时(等待)一段时间执行代码;2)等某个操作完成之后再执行后面的代码。总结起来就是一句话:控制代码在特定的时机执行。
很多初学者,都会下意识地觉得协程是异步执行的,都会觉得协程是C# 线程的替代品,是Unity不使用线程的解决方案。
所以首先,请你牢记:协程不是线程,也不是异步执行的。协程和 MonoBehaviour 的 Update函数一样也是在MainThread中执行的。使用协程你不用考虑同步和锁的问题。
Unity中协程的执行原理
UnityGems.com给出了协程的定义:
A coroutine is a function that is executed partially and, presuming suitable conditions are met, will be resumed at some point in the future until its work is done.
即协程是一个分部执行,遇到条件(yield return 语句)会挂起,直到条件满足才会被唤醒继续执行后面的代码。
- 通过设置MonoBehaviour脚本的enabled对协程是没有影响的,但如果 gameObject.SetActive(false) 则已经启动的协程则完全停止了,即使在Inspector把gameObject 激活还是没有继续执行。也就说协程虽然是在MonoBehvaviour启动的(StartCoroutine)但是协程函数的地位完全是跟MonoBehaviour是一个层次的,不受MonoBehaviour的状态影响,但跟MonoBehaviour脚本一样受gameObject 控制,也应该是和MonoBehaviour脚本一样每帧“轮询” yield 的条件是否满足。
yield 后面可以有的表达式:
- null - the coroutine executes the next time that it is eligible
- WaitForEndOfFrame - the coroutine executes on the frame, after all of the rendering and GUI is complete
- WaitForFixedUpdate - causes this coroutine to execute at the next physics step, after all physics is calculated
- WaitForSeconds - causes the coroutine not to execute for a given game time period
- WWW - waits for a web request to complete (resumes as if WaitForSeconds or null)
- Another coroutine - in which case the new coroutine will run to completion before the yielder is resumed
值得注意的是 WaitForSeconds()受Time.timeScale影响,当Time.timeScale = 0f 时,yield return new WaitForSecond(x) 将不会满足。
IEnumerator & Coroutine
协程其实就是一个IEnumerator(迭代器),IEnumerator 接口有两个方法 Current 和 MoveNext() ,前面介绍的 TaskManager 就是利用者两个方法对协程进行了管理,只有当MoveNext()返回 true时才可以访问 Current,否则会报错。迭代器方法运行到 yield return 语句时,会返回一个expression表达式并保留当前在代码中的位置。 当下次调用迭代器函数时执行从该位置重新启动。
Unity在每帧做的工作就是:调用 协程(迭代器)MoveNext() 方法,如果返回 true ,就从当前位置继续往下执行。
两个协程交替调用(协程的交叉调用类 Hijack)
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);
}
}
}
转载于原作者,请支持原创作者,谢谢。