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🤔 |
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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