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Unity3D協(xié)程Coroutine詳細解析

2021-1-17 19:50:35??????點擊:

本文只是從Unity的角度去分析理解協(xié)程的內(nèi)部運行原理,而不是從C#底層的語法實現(xiàn)來介紹(后續(xù)有需要再進行介紹),一共分為三部分:

1. 線程(Thread)和協(xié)程(Coroutine)

使用協(xié)程的作用一共有兩點:1)延時(等待)一段時間執(zhí)行代碼;2)等某個操作完成之后再執(zhí)行后面的代碼。總結(jié)起來就是一句話:控制代碼在特定的時機執(zhí)行。 很多初學者,都會下意識地覺得協(xié)程是異步執(zhí)行的,都會覺得協(xié)程是C# 線程的替代品,是Unity不使用線程的解決方案。 所以首先,請你牢記:協(xié)程不是線程,也不是異步執(zhí)行的。協(xié)程和 MonoBehaviour 的 Update函數(shù)一樣也是在MainThread中執(zhí)行的。使用協(xié)程你不用考慮同步和鎖的問題。

2. Unity中協(xié)程的執(zhí)行原理

UnityGems.com給出了協(xié)程的定義: 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. 即協(xié)程是一個分部執(zhí)行,遇到條件(yield return 語句)會掛起,直到條件滿足才會被喚醒繼續(xù)執(zhí)行后面的代碼。 Unity在每一幀(Frame)都會去處理對象上的協(xié)程。Unity主要是在Update后去處理協(xié)程(檢查協(xié)程的條件是否滿足),但也有寫特例: 從上圖的剖析就明白,協(xié)程跟Update()其實一樣的,都是Unity每幀對會去處理的函數(shù)(如果有的話)。如果MonoBehaviour 是處于激活(active)狀態(tài)的而且yield的條件滿足,就會協(xié)程方法的后面代碼。還可以發(fā)現(xiàn):如果在一個對象的前期調(diào)用協(xié)程,協(xié)程會立即運行到第一個 yield return 語句處,如果是 yield return null ,就會在同一幀再次被喚醒。如果沒有考慮這個細節(jié)就會出現(xiàn)一些奇怪的問題『1』。 『1』注 圖和結(jié)論都是從UnityGems.com 上得來的,經(jīng)過下面的驗證發(fā)現(xiàn)與實際不符,D.S.Qiu用的是Unity 4.3.4f1 進行測試的。 經(jīng)過測試驗證,協(xié)程至少是每幀的LateUpdate()后去運行。

下面使用 yield return new WaitForSeconds(1f); 在Start,Update 和 LateUpdate 中分別進行測試:

using UnityEngine;
using System.Collections;

public class TestCoroutine : MonoBehaviour {

    private bool isStartCall = false;  //Makesure Update() and LateUpdate() Log only once
    private bool isUpdateCall = false;
    private bool isLateUpdateCall = false;
    // Use this for initialization
    void Start () {
        if (!isStartCall)
        {
            Debug.Log("Start Call Begin");
            StartCoroutine(StartCoutine());
            Debug.Log("Start Call End");
            isStartCall = true;
        }

    }
    IEnumerator StartCoutine()
    {

        Debug.Log("This is Start Coroutine Call Before");
        yield return null;
        Debug.Log("This is Start Coroutine Call After");

    }
    // Update is called once per frame
    void Update () {
        if (!isUpdateCall)
        {
            Debug.Log("Update Call Begin");
            StartCoroutine(UpdateCoutine());
            Debug.Log("Update Call End");
            isUpdateCall = true;
        }
    }
    IEnumerator UpdateCoutine()
    {
        Debug.Log("This is Update Coroutine Call Before");
        yield return null;
        Debug.Log("This is Update Coroutine Call After");
    }
    void LateUpdate()
    {
        if (!isLateUpdateCall)
        {
            Debug.Log("LateUpdate Call Begin");
            StartCoroutine(LateCoutine());
            Debug.Log("LateUpdate Call End");
            isLateUpdateCall = true;
        }
    }
    IEnumerator LateCoutine()
    {
        Debug.Log("This is Late Coroutine Call Before");
        yield return null;
        Debug.Log("This is Late Coroutine Call After");
    }
}
得到日志輸入結(jié)果如下:


然后將yield return new WaitForSeconds(1f);改為 yield return null; 發(fā)現(xiàn)日志輸入結(jié)果和上面是一樣的,沒有出現(xiàn)上面說的情況.

MonoBehaviour 沒有針對特定的協(xié)程提供Stop方法,其實不然,可以通過MonoBehaviour enabled = false 或者 gameObject.active = false 就可以停止協(xié)程的執(zhí)行『2』。

經(jīng)過驗證,『2』的結(jié)論也是錯誤的,正確的結(jié)論是,MonoBehaviour.enabled = false 協(xié)程會照常運行,但 gameObject.SetActive(false) 后協(xié)程卻全部停止,即使在Inspector把 gameObject 激活還是沒有繼續(xù)執(zhí)行:

using UnityEngine;
using System.Collections;

public class TestCoroutine : MonoBehaviour {

  private bool isStartCall = false;  //Makesure Update() and LateUpdate() Log only once
  private bool isUpdateCall = false;
  private bool isLateUpdateCall = false;
  // Use this for initialization
  void Start () {
    if (!isStartCall)
    {
      Debug.Log("Start Call Begin");
      StartCoroutine(StartCoutine());
      Debug.Log("Start Call End");
      isStartCall = true;
    }

  }
  IEnumerator StartCoutine()
  {

    Debug.Log("This is Start Coroutine Call Before");
    yield return new WaitForSeconds(1f);
    Debug.Log("This is Start Coroutine Call After");

  }
  // Update is called once per frame
  void Update () {
    if (!isUpdateCall)
    {
      Debug.Log("Update Call Begin");
      StartCoroutine(UpdateCoutine());
      Debug.Log("Update Call End");
      isUpdateCall = true;
      this.enabled = false;
      //this.gameObject.SetActive(false);
    }
  }
  IEnumerator UpdateCoutine()
  {
    Debug.Log("This is Update Coroutine Call Before");
    yield return new WaitForSeconds(1f);
    Debug.Log("This is Update Coroutine Call After");
    yield return new WaitForSeconds(1f);
    Debug.Log("This is Update Coroutine Call Second");
  }
  void LateUpdate()
  {
    if (!isLateUpdateCall)
    {
      Debug.Log("LateUpdate Call Begin");
      StartCoroutine(LateCoutine());
      Debug.Log("LateUpdate Call End");
      isLateUpdateCall = true;

    }
  }
  IEnumerator LateCoutine()
  {
    Debug.Log("This is Late Coroutine Call Before");
    yield return null;
    Debug.Log("This is Late Coroutine Call After");
  }
}
先在Update中調(diào)用 this.enabled = false; 得到的結(jié)果:



然后把 this.enabled = false; 注釋掉,換成 this.gameObject.SetActive(false); 得到的結(jié)果如下:

整理得到 :通過設置MonoBehaviour腳本的enabled對協(xié)程是沒有影響的,但如果 gameObject.SetActive(false) 則已經(jīng)啟動的協(xié)程則完全停止了,即使在Inspector把gameObject 激活還是沒有繼續(xù)執(zhí)行。也就說協(xié)程雖然是在MonoBehvaviour啟動的(StartCoroutine)但是協(xié)程函數(shù)的地位完全是跟MonoBehaviour是一個層次的,不受MonoBehaviour的狀態(tài)影響,但跟MonoBehaviour腳本一樣受gameObject 控制,也應該是和MonoBehaviour腳本一樣每幀“輪詢” yield 的條件是否滿足。


yield 后面可以有的表達式:

a) null - the coroutine executes the next time that it is eligible 

 b) WaitForEndOfFrame - the coroutine executes on the frame, after all of the rendering and GUI is complete 

 c) WaitForFixedUpdate - causes this coroutine to execute at the next physics step, after all physics is calculated 

 d) WaitForSeconds - causes the coroutine not to execute for a given game time period 

 e) WWW - waits for a web request to complete (resumes as if WaitForSeconds or null) 

 f) 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影響,當Time.timeScale = 0f 時,yield return new WaitForSecond(x) 將不會滿足。

3. IEnumerator & Coroutine

協(xié)程其實就是一個IEnumerator(迭代器),IEnumerator 接口有兩個方法 Current 和 MoveNext() ,前面介紹的TaskManager就是利用者兩個方法對協(xié)程進行了管理,這里在介紹一個協(xié)程的交叉調(diào)用類 Hijack:

using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using System.Collections;
using UnityEngine.UI;

[RequireComponent(typeof(Text))]
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
        GetComponent().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);
        }
    }
}

上面的代碼實現(xiàn)是兩個協(xié)程交替調(diào)用,對有這種需求來說實在太妙了。

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