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    Unity3D協程Coroutine解析

    2019/1/9      點擊:

    本文隻是(shì)從Unity的角度去分析理解協程的內(nèi)部運行原理,而不(bú)是從C#底層的語法實(shí)現來介紹(後續有需要(yào)再進行介紹),一共(gòng)分為三部分:

    1. 線程(Thread)和協程(Coroutine)

    使用協程的(de)作用一共有兩點:1)延時(shí)(等待)一段時間執行代(dài)碼;2)等某個操作完成(chéng)之後(hòu)再執(zhí)行後(hòu)麵的代碼。總結起來(lái)就是一句話:控製代碼在特定的時(shí)機執行。 很多初學者(zhě),都會下意識地覺得協程是異步執行的,都會覺得協程是C# 線程的替代品,是Unity不使用(yòng)線程的解決方案。 所以首先,請你牢記:協程不是線程,也不是異步執行的。協程和 MonoBehaviour 的 Update函數(shù)一(yī)樣也是在MainThread中執行的。使用協程你不用考慮同步和鎖的問(wèn)題。

    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. 即協程是一個分部執行,遇到條(tiáo)件(jiàn)(yield return 語句)會掛起,直到條件(jiàn)滿足才會被喚醒繼(jì)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。Unity主要是在(zài)Update後去處理協程(檢查協程的條件是(shì)否(fǒu)滿足),但也有寫特例: 從上圖的剖析就明白(bái),協程(chéng)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(shì)處於激活(active)狀態的而且yield的條件滿(mǎn)足,就會協程方法的後麵代碼。還可以發現:如果在一個對(duì)象的前期調用協程,協程會立即運行到第一個 yield return 語句處,如果是(shì) yield return null ,就會在同一幀再(zài)次被喚醒。如果沒有考(kǎo)慮(lǜ)這個細節就會出現一些奇怪的問題(tí)『1』。 『1』注 圖(tú)和結論都是從UnityGems.com 上得來的(de),經過下麵的驗證發現與實際不符,D.S.Qiu用的是(shì)Unity 4.3.4f1 進行測試的。 經(jīng)過測試驗證,協程(chéng)至少是每幀的LateUpdate()後(hòu)去運行(háng)。

    下麵使用 yield return new WaitForSeconds(1f); 在Start,Update 和 LateUpdate 中分別進(jìn)行測(cè)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(dào)日誌輸入(rù)結(jié)果(guǒ)如下:



    然後將yield return new WaitForSeconds(1f);改為 yield return null; 發現日誌輸入(rù)結果和上麵是(shì)一樣的(de),沒有出現上麵說的(de)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(de)執行『2』。

    經過驗證,『2』的結(jié)論也是錯誤的,正確的結論是,MonoBehaviour.enabled = false 協程會照常運行,但 gameObject.SetActive(false) 後協程卻全(quán)部停止,即使在Inspector把 gameObject 激活(huó)還是(shì)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(xiān)在Update中調用 this.enabled = false; 得到的結果:



    然後把 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對協程是沒有影響的,但如果 gameObject.SetActive(false) 則已經啟動的協程(chéng)則完全停止了,即(jí)使在Inspector把gameObject 激活還是沒有繼續執行。也就說協程雖然是在MonoBehvaviour啟動的(StartCoroutine)但是協程函(hán)數的地位完全是跟MonoBehaviour是一個層次(cì)的,不受MonoBehaviour的狀態影響,但跟(gēn)MonoBehaviour腳本一樣受gameObject 控製,也(yě)應該是(shì)和MonoBehaviour腳本一樣每幀“輪詢” yield 的條件是否滿足。


    yield 後(hòu)麵可(kě)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(dāng)Time.timeScale = 0f 時,yield return new WaitForSecond(x) 將不會滿足。

    3. IEnumerator & Coroutine

    協程其實(shí)就是一個IEnumerator(迭(dié)代器),IEnumerator 接口有兩個方(fāng)法 Current 和 MoveNext() ,前麵介紹的TaskManager就是利用者兩個方法對協程(chéng)進行了管理,這裏在介紹一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);
            }
        }
    }
    上麵的代碼實現是兩個協程交替調用。



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