Unity协程(Coroutine)原理深入剖析
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 return ,就可以通过StartCoroutine调用了。后来也是一直稀里糊涂地用,上网google些基本都是例子,很少能帮助深入理解Unity协程的原理的。
本文只是从Unity的角度去分析理解协程的内部运行原理,而不是从C#底层的语法实现来介绍(后续有需要再进行介绍),一共分为三部分:
线程(Thread)和协程(Coroutine)
Unity中协程的执行原理
IEnumerator & Coroutine
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。
线程(Thread)和协程(Coroutine)
D.S.Qiu觉得使用协程的作用一共有两点:1)延时(等待)一段时间执行代码;2)等某个操作完成之后再执行后面的代码。总结起来就是一句话:控制代码在特定的时机执行。
很多初学者,都会下意识地觉得协程是异步执行的,都会觉得协程是C# 线程的替代品,是Unity不使用线程的解决方案。
所以首先,请你牢记:协程不是线程,也不是异步执行的。协程和 MonoBehaviour 的 Update函数一样也是在MainThread中执行的。使用协程你不用考虑同步和锁的问题。
Unity中协程的执行原理
UnityGems.com给出了协程的定义:
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.
即协程是一个分部执行,遇到条件(yield return 语句)会挂起,直到条件满足才会被唤醒继续执行后面的代码。
Unity在每一帧(Frame)都会去处理对象上的协程。Unity主要是在Update后去处理协程(检查协程的条件是否满足),但也有写特例:
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,D.S.Qiu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”);
- }
- }
得到日志输入结果如下:
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”);
- }
- }
『今天意外发现Monobehaviour的函数执行顺序图,发现协程的运行确实是在LateUpdate之后,下面附上:』
增补于:03/12/2014 22:14
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。
IEnumerator & Coroutine
协程其实就是一个IEnumerator(迭代器),IEnumerator 接口有两个方法 Current 和 MoveNext() ,前面介绍的 TaskManager 就是利用者两个方法对协程进行了管理,只有当MoveNext()返回 true时才可以访问 Current,否则会报错。迭代器方法运行到 yield return 语句时,会返回一个expression表达式并保留当前在代码中的位置。 当下次调用迭代器函数时执行从该位置重新启动。
Unity在每帧做的工作就是:调用 协程(迭代器)MoveNext() 方法,如果返回 true ,就从当前位置继续往下执行。
Hijack
这里在介绍一个协程的交叉调用类 Hijack(参见附件):
- 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。
参考:
①UnityGems.com: http://unitygems.com/coroutines/
②UnityGems.com: http://unitygems.com/advanced-coroutines/
③葱烧烙饼: http://blog.sina.com.cn/s/blog_5b6cb9500100xgmp.html