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群晖nas建设网站/青岛关键词优化seo
admin2025/5/20 9:22:14【news】
简介群晖nas建设网站,青岛关键词优化seo,花瓣按照哪个网站做的,网络营销是什么网络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…
群晖nas建设网站,青岛关键词优化seo,花瓣按照哪个网站做的,网络营销是什么网络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…
使用的时候只需要使用CoroutineMgr
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