Unity3D協(xié)程Coroutine解析
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??偨Y(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(xué)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(shè)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(yīng)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。
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