Unity3D協程Coroutine解析(xī)
本文隻是從Unity的角度去分(fèn)析理(lǐ)解協程的內部運行原(yuán)理,而不是從(cóng)C#底層的語法實現來介紹(後續有需要再進(jìn)行介紹),一共(gòng)分為三部分:
1. 線程(Thread)和協程(Coroutine)
使用協程的(de)作用一共(gòng)有兩點:1)延時(等待)一段時間執行代碼;2)等某個操作完(wán)成之後再執(zhí)行後麵的代碼。總結起來就是一句話:控製代(dài)碼在特定的時機執行。 很多初學者,都會下意識地覺得協程(chéng)是異步執行的,都會覺得(dé)協程是C# 線程的替(tì)代品(pǐn),是Unity不使用線程的解決方案。 所以首先,請你牢記:協程不是線程,也不是異步執行(háng)的。協程和(hé) MonoBehaviour 的 Update函數一樣也是在MainThread中執行的。使用協(xié)程你不用考(kǎo)慮同步和鎖的問題(tí)。
2. Unity中協程(chéng)的執行原理
UnityGems.com給出了協(xié)程的(de)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. 即協程是(shì)一個分部執行,遇到條件(yield return 語句)會掛起,直到條件滿足(zú)才會被喚醒繼續執(zhí)行後麵的代碼。 Unity在每一幀(Frame)都會去處理對象上的協程(chéng)。Unity主要是在(zài)Update後去處理協程(檢查協程的條件是否滿足(zú)),但也有寫特(tè)例: 從上圖(tú)的剖析就明(míng)白,協程跟Update()其實一樣的,都是Unity每幀對會(huì)去處理的(de)函(hán)數(如果有的(de)話)。如果MonoBehaviour 是處於(yú)激活(active)狀態(tài)的而且yield的條件滿(mǎn)足,就會協程方法(fǎ)的後麵代碼。還可以(yǐ)發現:如果在一個對象的前期(qī)調用協程(chéng),協程會立即(jí)運行到第一個 yield return 語(yǔ)句處,如果是 yield return null ,就(jiù)會在同一幀再次被喚醒。如果沒有考慮這個細節就會出現一些奇怪的問題『1』。 『1』注 圖和結論都是從UnityGems.com 上得來的,經過下麵(miàn)的驗證(zhèng)發現與實際不符,D.S.Qiu用的是Unity 4.3.4f1 進(jìn)行測(cè)試的。 經過測試驗證,協程至少是每幀的(de)LateUpdate()後去運行。
下麵使用 yield return new WaitForSeconds(1f); 在Start,Update 和(hé) LateUpdate 中(zhōng)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"); } }得到日誌輸入結果如下:
然後將yield return new WaitForSeconds(1f);改為 yield return null; 發(fā)現日誌輸入結果和上麵是一樣的,沒有(yǒu)出現上麵說的情況.
MonoBehaviour 沒(méi)有針對(duì)特定的協程提供Stop方法,其實不然,可以通(tōng)過MonoBehaviour enabled = false 或者 gameObject.active = false 就可以停止協程的執行『2』。
經過驗證,『2』的結論也(yě)是錯誤的,正確的結論(lùn)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(méi)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(yòng) this.enabled = false; 得到的結果:
然後把 this.enabled = false; 注(zhù)釋掉,換成 this.gameObject.SetActive(false); 得到的結(jié)果如(rú)下:
yield 後(hòu)麵可以有的表達(dá)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(dé)注意的是 WaitForSeconds()受Time.timeScale影響,當(dāng)Time.timeScale = 0f 時(shí),yield return new WaitForSecond(x) 將(jiāng)不會(huì)滿足。
3. IEnumerator & Coroutine
協程其實就是一(yī)個IEnumerator(迭代器),IEnumerator 接口有兩個方法 Current 和 MoveNext() ,前麵介紹的TaskManager就是利用者兩個方法對協(xié)程進行了管理,這裏在介紹一個協(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); } } }上麵的代碼實現(xiàn)是兩個協程交替(tì)調(diào)用。
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