Unity XLua之协程
如何使用xlua实现协程,示例代码如下:
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1 local unpack = unpack or table.unpack; 2 local function async_to_sync(async_func, callback_pos) 3 return function(...) 4 local _co = coroutine.running() or error ('this function must be run in coroutine') 5 local rets 6 local waiting = false 7 local function cb_func(...) 8 if waiting then 9 assert(coroutine.resume(_co, ...)) 10 else 11 rets = {...} 12 end 13 end 14 local params = {...} 15 table.insert(params, callback_pos or (#params + 1), cb_func) 16 async_func(unpack(params)) 17 if rets == nil then 18 waiting = true 19 rets = {coroutine.yield()} 20 end 21 22 return unpack(rets) 23 end 24 end 25 26 -- 异步协程 27 local gameobject = CS.UnityEngine.GameObject('XLua_Coroutine_Runner'); 28 CS.UnityEngine.Object.DontDestroyOnLoad(gameobject); 29 local csCoroutineRunner = gameobject:AddComponent(typeof(CS.XLuaCoroutineRunner)); 30 local function AsyncYieldReturn(toYield, cb) 31 csCoroutineRunner:YieldAndCallback(toYield, cb) 32 end 33 local yieldReturn = async_to_sync(AsyncYieldReturn); 34 35 -- 协程 36 local co = coroutine.create(function() 37 local url = CS.Common.LoadHelp.GetAssetBundleStreamingUrl("xxx.json"); 38 local www = CS.UnityEngine.WWW(url); 39 yieldReturn(www); 40 41 local text = www.text; 42 print(text); 43 end); 44 45 coroutine.resume(co);