Unity协程(Coroutine)原理深入剖析

在分享 vp_Timer

中提到,没有继承的MonoBehaviour,没有Update,InVoke 和StartCoroutine的机制,vp_Timer就是提供了InVoke的机制,而且还可以统一管理。本篇D.S.Qiu要分享的TaskManager就是一个协程 管理类。 TaskManager —— Unity3D Managed Coroutines with Start, Stop, Resume ,看着就觉得很强大,当然是对于我这种对协程理解不深的来说。下面贴出 The Motivation of the author:
/// The motivation for this is twofold:
///
/// 1. The existing coroutine API provides no means of stopping specific

    ///    coroutines; StopCoroutine only takes a string argument, and it stops

   ///    all coroutines started with that same string; there is no way to stop

   ///    coroutines which were started directly from an enumerator.  This is

   ///    not robust enough and is also probably pretty inefficient.

   ///

   /// 2. StartCoroutine and friends are MonoBehaviour methods.  This means

   ///    that in order to start a coroutine, a user typically must have some

  ///    component reference handy.  There are legitimate cases where such a

  ///    constraint is inconvenient.  This implementation hides that

  ///    constraint from the user.

/// Simple, really. There is no need to initialize or even refer to TaskManager.
/// When the first Task is created in an application, a "TaskManager" GameObject
/// will automatically be added to the scene root with the TaskManager component
/// attached. This component will be responsible for dispatching all coroutines
/// behind the scenes.
///
/// Task also provides an event that is triggered when the coroutine exits.

using UnityEngine;
using System.Collections;

/// A Task object represents a coroutine.  Tasks can be started, paused, and stopped.
/// It is an error to attempt to start a task that has been stopped or which has
/// naturally terminated.
public class Task
{
    /// Returns true if and only if the coroutine is running.  Paused tasks
    /// are considered to be running.
    public bool Running {
        get {
            return task.Running;
        }
    }
    
    /// Returns true if and only if the coroutine is currently paused.
    public bool Paused {
        get {
            return task.Paused;
        }
    }
    
    /// Delegate for termination subscribers.  manual is true if and only if
    /// the coroutine was stopped with an explicit call to Stop().
    public delegate void FinishedHandler(bool manual);
    
    /// Termination event.  Triggered when the coroutine completes execution.
    public event FinishedHandler Finished;

    /// Creates a new Task object for the given coroutine.
    ///
    /// If autoStart is true (default) the task is automatically started
    /// upon construction.
    public Task(IEnumerator c, bool autoStart = true)
    {
        task = TaskManager.CreateTask(c);
        task.Finished += TaskFinished;
        if(autoStart)
            Start();
    }
    
    /// Begins execution of the coroutine
    public void Start()
    {
        task.Start();
    }

    /// Discontinues execution of the coroutine at its next yield.
    public void Stop()
    {
        task.Stop();
    }
    
    public void Pause()
    {
        task.Pause();
    }
    
    public void Unpause()
    {
        task.Unpause();
    }
    
    void TaskFinished(bool manual)
    {
        FinishedHandler handler = Finished;
        if(handler != null)
            handler(manual);
    }
    
    TaskManager.TaskState task;
}

class TaskManager : MonoBehaviour
{
    public class TaskState
    {
        public bool Running {
            get {
                return running;
            }
        }

        public bool Paused  {
            get {
                return paused;
            }
        }

        public delegate void FinishedHandler(bool manual);
        public event FinishedHandler Finished;

        IEnumerator coroutine;
        bool running;
        bool paused;
        bool stopped;
        
        public TaskState(IEnumerator c)
        {
            coroutine = c;
        }
        
        public void Pause()
        {
            paused = true;
        }
        
        public void Unpause()
        {
            paused = false;
        }
        
        public void Start()
        {
            running = true;
            singleton.StartCoroutine(CallWrapper());
        }
        
        public void Stop()
        {
            stopped = true;
            running = false;
        }
        
        IEnumerator CallWrapper()
        {
            yield return null;
            IEnumerator e = coroutine;
            while(running) {
                if(paused)
                    yield return null;
                else {
                    if(e != null && e.MoveNext()) {
                        yield return e.Current;
                    }
                    else {
                        running = false;
                    }
                }
            }
            
            FinishedHandler handler = Finished;
            if(handler != null)
                handler(stopped);
        }
    }

    static TaskManager singleton;

    public static TaskState CreateTask(IEnumerator coroutine)
    {
        if(singleton == null) {
            GameObject go = new GameObject("TaskManager");
            singleton = go.AddComponent<TaskManager>();
        }
        return new TaskState(coroutine);
    }
}

/// Example usage:
///
/// ----------------------------------------------------------------------------
/// IEnumerator MyAwesomeTask()
/// {
///     while(true) {
///         Debug.Log("Logcat iz in ur consolez, spammin u wif messagez.");
///         yield return null;
////    }
/// }
///
/// IEnumerator TaskKiller(float delay, Task t)
/// {
///     yield return new WaitForSeconds(delay);
///     t.Stop();
/// }
///
/// void SomeCodeThatCouldBeAnywhereInTheUniverse()
/// {
///     Task spam = new Task(MyAwesomeTask());
///     new Task(TaskKiller(5, spam));
/// }
/// ```

小结:

       本文主要是分享我的收藏的一些“干货”,TaskManager 和 vp_Timer 在项目中发挥了很大的作用,D.S.Qiu 一再觉得强大的东西不都是复杂的,能够使用最简单的本质方法解决问题才是代码设计的追求。 文末附上了相关的链接以及TaskManager的代码。

       

最后编辑于
©著作权归作者所有,转载或内容合作请联系作者
  • 序言:七十年代末,一起剥皮案震惊了整个滨河市,随后出现的几起案子,更是在滨河造成了极大的恐慌,老刑警刘岩,带你破解...
    沈念sama阅读 219,589评论 6 508
  • 序言:滨河连续发生了三起死亡事件,死亡现场离奇诡异,居然都是意外死亡,警方通过查阅死者的电脑和手机,发现死者居然都...
    沈念sama阅读 93,615评论 3 396
  • 文/潘晓璐 我一进店门,熙熙楼的掌柜王于贵愁眉苦脸地迎上来,“玉大人,你说我怎么就摊上这事。” “怎么了?”我有些...
    开封第一讲书人阅读 165,933评论 0 356
  • 文/不坏的土叔 我叫张陵,是天一观的道长。 经常有香客问我,道长,这世上最难降的妖魔是什么? 我笑而不...
    开封第一讲书人阅读 58,976评论 1 295
  • 正文 为了忘掉前任,我火速办了婚礼,结果婚礼上,老公的妹妹穿的比我还像新娘。我一直安慰自己,他们只是感情好,可当我...
    茶点故事阅读 67,999评论 6 393
  • 文/花漫 我一把揭开白布。 她就那样静静地躺着,像睡着了一般。 火红的嫁衣衬着肌肤如雪。 梳的纹丝不乱的头发上,一...
    开封第一讲书人阅读 51,775评论 1 307
  • 那天,我揣着相机与录音,去河边找鬼。 笑死,一个胖子当着我的面吹牛,可吹牛的内容都是我干的。 我是一名探鬼主播,决...
    沈念sama阅读 40,474评论 3 420
  • 文/苍兰香墨 我猛地睁开眼,长吁一口气:“原来是场噩梦啊……” “哼!你这毒妇竟也来了?” 一声冷哼从身侧响起,我...
    开封第一讲书人阅读 39,359评论 0 276
  • 序言:老挝万荣一对情侣失踪,失踪者是张志新(化名)和其女友刘颖,没想到半个月后,有当地人在树林里发现了一具尸体,经...
    沈念sama阅读 45,854评论 1 317
  • 正文 独居荒郊野岭守林人离奇死亡,尸身上长有42处带血的脓包…… 初始之章·张勋 以下内容为张勋视角 年9月15日...
    茶点故事阅读 38,007评论 3 338
  • 正文 我和宋清朗相恋三年,在试婚纱的时候发现自己被绿了。 大学时的朋友给我发了我未婚夫和他白月光在一起吃饭的照片。...
    茶点故事阅读 40,146评论 1 351
  • 序言:一个原本活蹦乱跳的男人离奇死亡,死状恐怖,灵堂内的尸体忽然破棺而出,到底是诈尸还是另有隐情,我是刑警宁泽,带...
    沈念sama阅读 35,826评论 5 346
  • 正文 年R本政府宣布,位于F岛的核电站,受9级特大地震影响,放射性物质发生泄漏。R本人自食恶果不足惜,却给世界环境...
    茶点故事阅读 41,484评论 3 331
  • 文/蒙蒙 一、第九天 我趴在偏房一处隐蔽的房顶上张望。 院中可真热闹,春花似锦、人声如沸。这庄子的主人今日做“春日...
    开封第一讲书人阅读 32,029评论 0 22
  • 文/苍兰香墨 我抬头看了看天上的太阳。三九已至,却和暖如春,着一层夹袄步出监牢的瞬间,已是汗流浃背。 一阵脚步声响...
    开封第一讲书人阅读 33,153评论 1 272
  • 我被黑心中介骗来泰国打工, 没想到刚下飞机就差点儿被人妖公主榨干…… 1. 我叫王不留,地道东北人。 一个月前我还...
    沈念sama阅读 48,420评论 3 373
  • 正文 我出身青楼,却偏偏与公主长得像,于是被迫代替她去往敌国和亲。 传闻我的和亲对象是个残疾皇子,可洞房花烛夜当晚...
    茶点故事阅读 45,107评论 2 356

推荐阅读更多精彩内容

  • **2014真题Directions:Read the following text. Choose the be...
    又是夜半惊坐起阅读 9,516评论 0 23
  • 猪小宝 什么叫「稳定」?稳定不是平衡,稳定也不是持久,稳定的科学定义是对外界干扰的抵抗能力。 换言之,稳定不关乎状...
    miracle0612阅读 264评论 0 2
  • 第一次面试失败心得 做了很久的准备,面试完还是像吃了屎一样。 关注上海有门互动很久了,被它招聘实习生的文案所吸引,...
    仍然依旧阅读 1,596评论 0 1
  • 大暑,一年当中的第十二个节气。 书上说,大暑的意思就是,热气分大小,月初为小,月中为大。 今日一天,最凉快的时刻依...
    萧灿同學阅读 344评论 0 1