Unity怎么暂停协程✨Unity协程管理方案

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协程是游戏开发中非常常用的方法,类似一个子线程单独出来处理一些问题,性能开销较小。当然我们更多时候用的是他的延时执行功能😌😌😌

使用多了,难免有这样那样的需求。比如:暂停。比如:管理大量协程等 协程要在Mono类执行,销毁物体会停止协程,咋办

🤔🤔🤔

下面提供协程的一个管理器方案。 核心类有3个:
CoroutineItem 每个协程生成一个对象类
CoroutineCtrl 每个对象由一个Ctrl控制
CoroutineMgr 管理所有的Ctrl
MonoSingleton 总所周知四大天王有五个,这个是送的🤔
使用的时候只需要使用CoroutineMgr
CoroutineItem
using System.Collections;
using UnityEngine;

public class CoroutineItem : MonoBehaviour
{
    public enum CoroutineState{
        WAITTING,
        RUNNING,
        PASUED,
        STOP
    }
    public CoroutineState State{get;set;}
    public IEnumerator Body(IEnumerator routine){
        while(State == CoroutineState.WAITTING){
            yield return null;
        }
        while(State == CoroutineState.RUNNING){
            if(State == CoroutineState.PASUED){
                yield return null;
            }else{
                if(routine!=null&&routine.MoveNext()){
                    yield return routine.Current;
                }else{
                    State = CoroutineState.STOP;
                }
            }
        }
    }
}

CoroutineCtrl
using System.Collections;
using UnityEngine;

public class CoroutineCtrl
{
    private static int _id;
    public int ID{get;private set;}
    private CoroutineItem _item;
    private MonoBehaviour _mono;
    private IEnumerator _routine;
    private Coroutine _coroutine;
    public CoroutineCtrl(MonoBehaviour mono, IEnumerator routine)
    {
        _item = new GameObject().AddComponent<CoroutineItem>();
        _mono = mono;
        _routine = routine;
        ResetData();
    }
    public void Start()
    {
        _item.State = CoroutineItem.CoroutineState.RUNNING;
        _coroutine = _mono.StartCoroutine(_item.Body(_routine));
    }

    public void Pause()
    {
        _item.State = CoroutineItem.CoroutineState.PASUED;
    }

    public void Stop()
    {
        _item.State = CoroutineItem.CoroutineState.STOP;
    }

    public void Continue()
    {
        _item.State = CoroutineItem.CoroutineState.RUNNING;
    }

    public void ResetStart()
    {
        if(_coroutine != null){
            _mono.StopCoroutine(_coroutine);
        }
        Start();
    }

    private void ResetData(){
        ID = _id++;
    }
}

CoroutineMgr
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class CoroutineMgr : MonoSingleton<CoroutineMgr>
{
    private Dictionary<int,CoroutineCtrl> _ctrlDic;

    public CoroutineMgr(){
        _ctrlDic = new Dictionary<int, CoroutineCtrl>();
    }
    public int Execute(IEnumerator routine,bool autoStart = true){
        CoroutineCtrl ctrl = new CoroutineCtrl(this,routine);
        _ctrlDic.Add(ctrl.ID,ctrl);
        if(autoStart){
            StartExecute(ctrl.ID);
        }
        
        return ctrl.ID;
    }
    public void ExecuteOnce(IEnumerator routine){
        CoroutineCtrl ctrl = new CoroutineCtrl(this,routine);
        ctrl.Start();
    }

    public void StartExecute(int id){
        var ctrl = GetCtrl(id);
        if(ctrl!=null){
            ctrl.Start();
        }
    }
    public void PauseExecute(int id){
        var ctrl = GetCtrl(id);
        if(ctrl!=null){
            ctrl.Pause();
        }
    }
    public void StopExecute(int id){
        var ctrl = GetCtrl(id);
        if(ctrl!=null){
            ctrl.Stop();
        }
    }
   public void RestartExecute(int id){
        var ctrl = GetCtrl(id);
        if(ctrl!=null){
            ctrl.ResetStart();
        }
    }
   private CoroutineCtrl GetCtrl(int id){
        if(_ctrlDic.ContainsKey(id)){
            return _ctrlDic[id];
        }else{
            Debug.LogError($"当前id不存在,id:{id}");
            return null;
        }
    }
}

MonoSingleton
//简易的Mono单例类,如无必要,代码中尽量少用
using UnityEngine;

public class MonoSingleton<T> : MonoBehaviour where T:MonoBehaviour
{
    private static T _instance;
    public static T Instance {
        get {
            if(_instance == null)
            {
                GameObject go = new GameObject(typeof(T).Name);
                DontDestroyOnLoad(go);
                _instance = go.AddComponent<T>();
            }
            return _instance;
        }
    }
}
测试
using System.Collections;
using UnityEngine;
using UnityEngine.UI;

public class CoroutineTest : MonoBehaviour
{
    public Button mBtnStart;
    public Button mBtnPause;
    public Button mBtnStop;

    private int id = 0;

    private void Awake()
    {
        mBtnStart.onClick.AddListener(ClickStart);
        mBtnPause.onClick.AddListener(ClickPause);
        mBtnStop.onClick.AddListener(ClickStop);
    }

    private void Start()
    {
        // CoroutineMgr.Instance.ExecuteOnce(DoSomething()); 只需要执行一次,不需要控制的用这个
        id = CoroutineMgr.Instance.Execute(DoSomething());//需要多次执行和管理的用这个,保存下id,用id调用控制方法
    }

    void ClickStart()
    {
         CoroutineMgr.Instance.RestartExecute(id);
    }

    void ClickPause()
    {
        CoroutineMgr.Instance.PauseExecute(id);
    }

    void ClickStop()
    {
        CoroutineMgr.Instance.StopExecute(id);
    }
    IEnumerator DoSomething()
    {
        print($"当前携程ID为{id}");
        print("协程开始");
        var timer = 0;
        while ( timer<30)
        {
            yield return new WaitForSeconds(1);
            timer++;
            print($"协程进行第{timer}秒");
        }
        print("协程完成");
    }
}

以上方案出自Siki学院Andy老师《全民飞机大战》框架设计系列

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