• Unity3D協程Coroutine解析

    2019/1/9      點擊:

    本文隻是從Unity的角度去分析理解協程的內部運行原理,而不是從C#底層的語法實現來介紹(後(hòu)續有(yǒu)需要再進行介紹),一共(gòng)分為三(sān)部分:

    1. 線程(chéng)(Thread)和協程(Coroutine)

    使用協程的作(zuò)用一共有兩點:1)延時(shí)(等待(dài))一(yī)段時間執行代碼;2)等某個操(cāo)作(zuò)完成之後再執(zhí)行後麵的代碼。總結起來就是一句話:控製代碼在特定(dìng)的時機執(zhí)行。 很多初(chū)學者,都會下意識地覺得協(xié)程是異步執行的,都會覺得協程是C# 線程的替代品,是Unity不使用線程的解(jiě)決(jué)方案。 所以首(shǒu)先,請(qǐng)你牢記:協程不(bú)是線(xiàn)程,也不是異步執行的(de)。協(xié)程和(hé) MonoBehaviour 的 Update函數一樣也是在MainThread中執行的。使用(yòng)協程你不用考慮同步和鎖的問題(tí)。

    2. Unity中協程的執行原理

    UnityGems.com給出了協程的定義: 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(jí)協程是一個分部執行,遇到條件(yield return 語句)會(huì)掛起,直到條件滿足才會被喚醒繼續執行後麵的代碼。 Unity在每一幀(Frame)都會去處理對象上的協程。Unity主要是在Update後去處(chù)理協程(檢查協程的條件是(shì)否滿足),但也有寫特例: 從上圖的剖析就明白,協程跟Update()其實(shí)一樣的(de),都是Unity每幀對會去處(chù)理的函數(如果有的話)。如果MonoBehaviour 是處於激(jī)活(active)狀態的而且yield的條件滿足,就(jiù)會協程方法的後麵代碼。還(hái)可以發現:如果在一個(gè)對象的前期調用協程,協(xié)程會(huì)立即運行到第一個 yield return 語句處,如果是 yield return null ,就會在(zài)同一幀再次被喚醒。如果沒有考慮這(zhè)個細節就會出現一些奇怪(guài)的問題『1』。 『1』注 圖(tú)和結論都是從(cóng)UnityGems.com 上得來的,經過下麵(miàn)的(de)驗證發現與實際(jì)不符,D.S.Qiu用的是Unity 4.3.4f1 進行(háng)測試的。 經過測試驗證,協程至少是每幀的LateUpdate()後去運行。

    下麵使用 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(dé)到日誌(zhì)輸入結果(guǒ)如下:



    然後將yield return new WaitForSeconds(1f);改為 yield return null; 發現日誌輸入結果和上麵(miàn)是一樣(yàng)的,沒有出現上麵說的情況.

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

    經(jīng)過驗證,『2』的結論也是錯(cuò)誤(wù)的,正確的結論是,MonoBehaviour.enabled = false 協程會照常運行,但 gameObject.SetActive(false) 後協程卻(què)全部停止,即使在Inspector把 gameObject 激活還是沒有繼續執行:

    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中調用 this.enabled = false; 得到(dào)的結果:



    然後把 this.enabled = false; 注釋掉,換(huàn)成 this.gameObject.SetActive(false); 得到的結果如下:

    整(zhěng)理得到 :通過設置MonoBehaviour腳本的enabled對協程(chéng)是沒有影響(xiǎng)的,但如果 gameObject.SetActive(false) 則已經啟動的協程則完全停止了,即使在Inspector把gameObject 激活還是沒有(yǒu)繼續執行。也就說協(xié)程雖然是在MonoBehvaviour啟動的(StartCoroutine)但(dàn)是協程函數(shù)的地位完全是跟MonoBehaviour是一個(gè)層(céng)次的,不受MonoBehaviour的狀態影響,但跟MonoBehaviour腳本一樣受gameObject 控製,也應該是和MonoBehaviour腳本一樣每幀“輪詢” yield 的條件是否滿足。


    yield 後麵可以有的表達式:

    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(zú)。

    3. IEnumerator & Coroutine

    協程其實就是一個IEnumerator(迭代器),IEnumerator 接口有(yǒu)兩個方法 Current 和 MoveNext() ,前麵介紹的TaskManager就是利用者兩個方法對協程進行了管理,這裏在介紹一(yī)個協程的交叉調用類 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);
            }
        }
    }
    上麵的(de)代碼實現(xiàn)是兩個協程交(jiāo)替調用。



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