之前写过一篇《 Unity协程(Coroutine)管理类——TaskManager工具分享 》主要是介绍TaskManager实现对协程的状态控制,没有Unity后台实现的协程的原理进行深究。虽然之前自己对协程还算有点了解了,但是对Unity如何执行协程的还是一片空白,在UnityGems.com上看到两篇讲解Coroutine,如数家珍,当我看到Advanced Coroutine后面的Hijack类时,顿时觉得十分精巧,眼前一亮,遂动了写文分享之。
从上图的剖析就明白,协程跟Update()其实一样的,都是Unity每帧对会去处理的函数(如果有的话)。如果MonoBehaviour 是处于激活(active)状态的而且yield的条件满足,就会协程方法的后面代码。还可以发现:如果在一个对象的前期调用协程,协程会立即运行到第一个 yield return 语句处,如果是 yield return null ,就会在同一帧再次被唤醒。如果没有考虑这个细节就会出现一些奇怪的问题『1』。
『1』注图和结论都是从UnityGems.com 上得来的,经过下面的验证发现与实际不符,作者用的是Unity 4.3.4f1 进行测试的。 经过测试验证,协程至少是每帧的LateUpdate()后去运行。
下面使用 yield return new WaitForSeconds(1f); 在Start,Update 和 LateUpdate 中分别进行测试:
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;
}
}
IEnumerator UpdateCoutine()
{
Debug.Log("This is Update Coroutine Call Before");
yield return new WaitForSeconds(1f);
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 new WaitForSeconds(1f);
Debug.Log("This is Late Coroutine Call After");
}
}
然后将yield return new WaitForSeconds(1f);改为 yield return null; 发现日志输入结果和上面是一样的,没有出现上面说的情况:
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");
}
}
前面在介绍TaskManager工具时,说到MonoBehaviour 没有针对特定的协程提供Stop方法,其实不然,可以通过MonoBehaviour enabled = false 或者 gameObject.active = false 就可以停止协程的执行『2』。
经过验证,『2』的结论也是错误的,正确的结论是,MonoBehaviour.enabled = false 协程会照常运行,但 gameObject.SetActive(false) 后协程却全部停止,即使在Inspector把 gameObject 激活还是没有继续执行:
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中调用 this.enabled = false; 得到的结果:
然后把 this.enabled = false; 注释掉,换成 this.gameObject.SetActive(false); 得到的结果如下:
整理得到 :通过设置MonoBehaviour脚本的enabled对协程是没有影响的,但如果 gameObject.SetActive(false) 则已经启动的协程则完全停止了,即使在Inspector把gameObject 激活还是没有继续执行。也就说协程虽然是在MonoBehvaviour启动的(StartCoroutine)但是协程函数的地位完全是跟MonoBehaviour是一个层次的,不受MonoBehaviour的状态影响,但跟MonoBehaviour脚本一样受gameObject 控制,也应该是和MonoBehaviour脚本一样每帧“轮询” yield 的条件是否满足。
yield 后面可以有的表达式:
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影响,当Time.timeScale = 0f 时,yield return new WaitForSecond(x) 将不会满足。
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using System.Collections;
[RequireComponent(typeof(GUIText))]
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
guiText.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);
}
}
}
上面的代码实现是两个协程交替调用,对有这种需求来说实在太精妙了。
小结:
今天仔细看了下UnityGems.com 有关Coroutine的两篇文章,虽然第一篇(参考①)现在验证的结果有很多错误,但对于理解协程还是不错的,尤其是当我发现Hijack这个脚本时,就迫不及待分享给大家。
本来没觉得会有UnityGems.com上的文章会有错误的,无意测试了发现还是有很大的出入,当然这也不是说原来作者没有经过验证就妄加揣测,作者觉得很有可能是Unity内部的实现机制改变了,这种东西完全可以改动,Unity虽然开发了很多年了,但是其实在实际开发中还是有很多坑,越发觉得Unity的无力,虽说容易上手,但是填坑的功夫也是必不可少的。
参考:
①UnityGems.com: http://unitygems.com/coroutines/
②UnityGems.com: http://unitygems.com/advanced-coroutines/
转载:
① http.dsqiu.iteye.com