Unity协程(Coroutine)管理类——TaskManager工具分享

By D.S.Qiu

尊重他人的劳动,支持原创,转载请注明出处:http.dsqiu.iteye.com

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.

代码很简单,但却很解渴,Unity官方只听过了StopCoroutine(string methodName)或StopAllCoroutine() 这两个停止方法,从api就会觉得Unity的整体方法论还不完善,所以才会觉得TaskManager的难能可贵。由于源码简单,就不做解释了,See source for document :

/// 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。

如果您对D.S.Qiu有任何建议或意见可以在文章后面评论,或者发邮件(gd.s.qiu@gmail.com)交流,您的鼓励和支持是我前进的动力,希望能有更多更好的分享。

转载请在文首注明出处:http://dsqiu.iteye.com/blog/2022992

更多精彩请关注D.S.Qiu的博客和微博(ID:静水逐风)

Unity协程(Coroutine)管理类——TaskManager工具分享的更多相关文章

  1. Unity协程Coroutine使用总结和一些坑

    原文摘自 Unity协程Coroutine使用总结和一些坑 MonoBehavior关于协程提供了下面几个接口: 可以使用函数或者函数名字符串来启动一个协程,同时可以用函数,函数名字符串,和Corou ...

  2. unity协程coroutine浅析

    转载请标明出处:http://www.cnblogs.com/zblade/ 一.序言 在unity的游戏开发中,对于异步操作,有一个避免不了的操作: 协程,以前一直理解的懵懵懂懂,最近认真充电了一下 ...

  3. Unity 协程Coroutine综合测试

    using UnityEngine; using System.Collections; using System.Text; public class rotCube : MonoBehaviour ...

  4. Unity 协程(Coroutine)原理与用法详解

    前言: 协程在Unity中是一个很重要的概念,我们知道,在使用Unity进行游戏开发时,一般(注意是一般)不考虑多线程,那么如何处理一些在主任务之外的需求呢,Unity给我们提供了协程这种方式 为啥在 ...

  5. Unity协程(Coroutine)原理深入剖析

    Unity协程(Coroutine)原理深入剖析 By D.S.Qiu 尊重他人的劳动,支持原创,转载请注明出处:http.dsqiu.iteye.com 其实协程并没有那么复杂,网上很多地方都说是多 ...

  6. Unity协程(Coroutine)原理深入剖析(转载)

    记得去年6月份刚开始实习的时候,当时要我写网络层的结构,用到了协程,当时有点懵,完全不知道Unity协程的执行机制是怎么样的,只是知道函数的返回值是IEnumerator类型,函数中使用yield r ...

  7. Unity协程(Coroutine)原理深入剖析再续

    Unity协程(Coroutine)原理深入剖析再续 By D.S.Qiu 尊重他人的劳动,支持原创,转载请注明出处:http.dsqiu.iteye.com 前面已经介绍过对协程(Coroutine ...

  8. 【转】Unity协程(Coroutine)原理深入剖析

    Unity协程(Coroutine)原理深入剖析 By D.S.Qiu 尊重他人的劳动,支持原创,转载请注明出处:http.dsqiu.iteye.com 记得去年6月份刚开始实习的时候,当时要我写网 ...

  9. Unity怎样在Editor下运行协程(coroutine)

    在处理Unity5新的AssetBundle的时候,我有一个需求,须要在Editor下(比方一个menuitem的处理函数中,游戏没有执行.也没有MonoBehaviour)载入AssetBundle ...

随机推荐

  1. 阿里 RocketMQ 安装与简介

    一.简介 官方简介: l  RocketMQ是一款分布式.队列模型的消息中间件,具有以下特点: l  能够保证严格的消息顺序 l  提供丰富的消息拉取模式 l  高效的订阅者水平扩展能力 l  实时的 ...

  2. 收集的maven 仓库地址(maven repository)

    maven 仓库地址: 共有的仓库http://repo1.maven.org/maven2/http://repository.jboss.com/maven2/http://repository. ...

  3. Linux命令:nohup、df、du与/dev/null

    早上开始工作时发现服务器挂掉了,重启TongWeb时有报错: 上面的红框圈错了,第一个红框的下一行: java.io.IOException: No Space left on device 我们用d ...

  4. VoxelGrid体素滤波器对点云进行下采样

    使用体素化网格方法实现下采样,即减少点的数量,减少点云数据,并同时保持点云的形状特征,在提高配准.曲面重建.形状识别等算法速度中非常实用. PCL实现的VoxelGrid类通过输入的点云数据创建一个三 ...

  5. Oracle建表添加数据

  6. GridView 控件中如何绑定 CheckBoxList

    需求:设计这样一个页面,在页面上可以选择和展示各省份对应的文明城市? 思路:一次性查询出所需的记录(查询数据库的操作不宜写到 C# 代码的循环语句中),并保存到全局变量中,之后根据条件过滤出需要的.可 ...

  7. 【Unity3D基础教程】给初学者看的Unity教程(一):GameObject,Compoent,Time,Input,Physics

    作者:王选易,出处:http://www.cnblogs.com/neverdie/  欢迎转载,也请保留这段声明.如果你喜欢这篇文章,请点推荐.谢谢! Unity3D重要模块的类图 最近刚刚完成了一 ...

  8. 什么是 Web API

    http://www.cnblogs.com/developersupport/p/aspnet-webapi.html Web API 强势入门指南 Web API是一个比较宽泛的概念.这里我们提到 ...

  9. winform中dataGridView高度自适应填充完数据的高度

    // winform中dataGridView高度自适应填充完数据的高度,就是dataGridView自身不产生滚动条,自己的高度是根据数据的多少而变动. 在load的时候,数据绑定后,加上如下代码: ...

  10. Gridview导出EXCEL(多页) z

    using System; using System.Collections.Generic; using System.ComponentModel; using System.Data; usin ...