Unity3D協程Coroutine解析
本文隻是從Unity的角度(dù)去分析理解協程的內部運(yùn)行原理,而不是從C#底層的語法實現來介(jiè)紹(後續(xù)有需要(yào)再進行介紹),一共分為三部分:
1. 線程(Thread)和協程(Coroutine)
使用協程的作用一共有(yǒu)兩(liǎng)點:1)延時(等待)一段時間執行代碼;2)等某個操作完成(chéng)之後再執行後麵的代碼。總結起來就是一句(jù)話:控製代碼在特定的時機執行。 很多初學者,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(shǐ)用線程的解決方(fāng)案。 所以首先,請你牢記:協程不是(shì)線(xiàn)程(chéng),也不是異步執行的。協程和 MonoBehaviour 的 Update函數一樣也是在MainThread中執行的。使用協程你不用考慮同步和鎖的問題。
	2. Unity中協程的執行原理
 
UnityGems.com給出(chū)了協程的定義(yì): 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,遇到條件(yield return 語句)會掛(guà)起,直到(dào)條件滿足才會被喚醒(xǐng)繼續執行後麵(miàn)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Update後去處理協程(chéng)(檢查協程的條件是否滿足),但也有寫特例(lì): 從上圖的剖析就明白(bái),協程跟Update()其實一樣的,都是Unity每幀(zhēn)對(duì)會去處理(lǐ)的函數(如(rú)果有的話(huà))。如果MonoBehaviour 是處於激活(active)狀態的而且(qiě)yield的條件(jiàn)滿足,就會協(xié)程方法的(de)後麵代碼。還可以發現:如果在一個對象的前期調用協程,協程會立即運行到第一個(gè) yield return 語句處,如果是 yield return null ,就會在同一幀(zhēn)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(tí)『1』。 『1』注 圖和結論都是從UnityGems.com 上得來的,經過下麵的(de)驗證發現(xiàn)與實際不符,D.S.Qiu用的是Unity 4.3.4f1 進行測試的(de)。 經過測試驗證,協程至(zhì)少是每幀的LateUpdate()後去運行。
下麵使用 yield return new WaitForSeconds(1f); 在Start,Update 和 LateUpdate 中分別(bié)進(jìn)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; 發現日(rì)誌輸入(rù)結果(guǒ)和上麵是一(yī)樣的,沒(méi)有出現上麵說的情況.
MonoBehaviour 沒有(yǒu)針對特定的協程提供Stop方法,其實不然,可以通過MonoBehaviour enabled = false 或(huò)者 gameObject.active = false 就可以停止(zhǐ)協程的(de)執行『2』。
經(jīng)過驗證,『2』的結論也是錯誤的,正確的(de)結論是,MonoBehaviour.enabled = false 協程(chéng)會照常運行,但 gameObject.SetActive(false) 後協程卻全部停(tíng)止,即(jí)使在Inspector把 gameObject 激活還是沒有(yǒu)繼續執行(háng):
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 this.enabled = false; 得到的結果: 
	
	
 
然後把 this.enabled = false; 注釋掉,換成 this.gameObject.SetActive(false); 得(dé)到的結果如下:
	 
 
	
yield 後麵可以有的表達式:
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(zhù)意的是(shì) WaitForSeconds()受Time.timeScale影響,當Time.timeScale = 0f 時,yield return new WaitForSecond(x) 將不會滿足。
3. IEnumerator & Coroutine
協程其實就是一個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(yòng)者(zhě)兩個方法對協程進行(háng)了管理,這裏在介紹一個協程的交叉調用(yòng)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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