Unity3D協程Coroutine解析
本文隻是從Unity的角度去分析理(lǐ)解協程的內部運行原理,而不是從C#底層的語法實現(xiàn)來介紹(後續有需要再進行介紹(shào)),一共分(fèn)為三部(bù)分:
1. 線程(chéng)(Thread)和協程(Coroutine)
使用協程的作用一共有兩點:1)延時(等待(dài))一段時(shí)間執行代碼;2)等某個操作完成(chéng)之後再執行(háng)後麵的代碼。總結起來(lái)就是一句話:控製代碼在特定的時機執行。 很多初學者,都會(huì)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(pǐn),是Unity不使用線程的(de)解決方案。 所以首先,請你牢(láo)記:協程(chéng)不是線程(chéng),也(yě)不是異步執行的。協程(chéng)和 MonoBehaviour 的 Update函數一樣也是在MainThread中執行的。使用(yòng)協程你不用考慮同步和(hé)鎖的問(wèn)題。
2. Unity中協程(chéng)的執行原理
UnityGems.com給出了協(xié)程的定義: 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(gè)分部(bù)執行,遇(yù)到條件(yield return 語句)會掛起,直到條件滿足才會被(bèi)喚醒繼續執行後麵的代碼。 Unity在每一幀(Frame)都會去處理對象上的協程。Unity主要是在(zài)Update後去處理協程(檢查協程的條件是(shì)否滿足),但也有寫特例: 從上圖(tú)的剖析就明白,協程(chéng)跟Update()其實一樣的,都是Unity每幀對會去處理的函(hán)數(shù)(如(rú)果有的(de)話)。如果MonoBehaviour 是處於激活(active)狀態的而且yield的條件(jiàn)滿足,就會協程方(fāng)法的後麵代碼。還(hái)可以發現:如果在一(yī)個對象的前(qián)期調用協程,協程會(huì)立即運行到第一個 yield return 語句處,如果是 yield return null ,就會在同一幀(zhēn)再次(cì)被喚(huàn)醒。如果沒有考慮這(zhè)個(gè)細節就會出現(xiàn)一(yī)些奇怪(guài)的問題『1』。 『1』注(zhù) 圖和結論都是從UnityGems.com 上得來的,經過下麵的驗證(zhèng)發現與實(shí)際不符,D.S.Qiu用的是Unity 4.3.4f1 進行測試的。 經過測試(shì)驗證,協程至少是每幀(zhēn)的(de)LateUpdate()後去運行(háng)。
下麵使用 yield return new WaitForSeconds(1f); 在Start,Update 和 LateUpdate 中分別進行測試:
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; 發現日誌輸(shū)入結果和上麵是一樣的,沒有出現上麵說的情況.
MonoBehaviour 沒有針對特定的協程提供Stop方法,其實不然(rán),可以通過MonoBehaviour enabled = false 或者 gameObject.active = false 就可以停止協程的執行『2』。
經過驗證,『2』的結論(lùn)也是錯誤的,正確(què)的結論是,MonoBehaviour.enabled = false 協程會照常運行,但 gameObject.SetActive(false) 後協程卻全(quán)部停(tíng)止,即使在Inspector把 gameObject 激活還是沒有(yǒu)繼續執行:
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(zhōng)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
值得注意的是 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(jiē)口有兩個方法 Current 和 MoveNext() ,前麵介紹的TaskManager就是利用(yòng)者兩個(gè)方法對協程進行了管(guǎn)理,這裏在介紹一個協程的交叉調用類 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(mǎ)實現是兩(liǎng)個協程交替調用。
- 上一篇(piān):unity3d中協程Coroutine的的原理及使(shǐ)用 2019/1/9
- 下(xià)一篇:C# 串口二進製協議數據解析範例 2018/12/26
