unity下Debug.Log结合多线程测试

unity下Debug.Log结合多线程测试

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Entitas;
using System.Threading;
using System.Threading.Tasks;

public class shishiSystem : IExecuteSystem
{
    readonly Contexts contexts;
    Task taskA;
    Task taskB;
    public shishiSystem(Contexts contexts)
    {
        this.contexts = contexts;
    }

    public void Execute()
    {
        Debug.Log("开始主线程");
        int count = 0; 
        taskB = Task.Delay(2000);
        taskA = new Task(async () => 
        {
            await taskB;
            count++; 
            Debug.Log("子线程等待,结果"+count);
        });
        taskA.Start();
        Task.WaitAll(taskA,taskB);
        count++;
        Debug.Log("结束主线程,结果" +count);
        Debug.Log("结束");
    }

}

unity下Debug.Log结合多线程测试_第1张图片
可以看出:那句“结束主线程”比”子线程等待“先打印,但结果却是正确的
结论:unity的Debug.Log的打印顺序在多线程下会发生顺序错误

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