C#中的yield return与Unity中的Coroutine(协程)(下)
Unity中的Coroutine(协程)
估计熟悉Unity的人看过或者用过StartCoroutine()
假设我们在场景中有一个UGUI组件, Image:
将以下代码绑定到Image
1 using UnityEngine; 2 using System.Collections; 3 using System.Threading; 4 using UnityEngine.UI; 5 6 public class CoroutineDemo : MonoBehaviour { 7 8 // Use this for initialization 9 void Start () { 10 11 Debug.Log (Thread.CurrentThread.Name + ": Start begin. fCount=" + + Time.renderedFrameCount); 12 13 14 this.StartCoroutine (exeuteCoroutine()); 15 } 16 17 // Update is called once per frame 18 void Update () { 19 20 Debug.Log (Thread.CurrentThread.Name + ": Update(): fCount=" + Time.renderedFrameCount); 21 } 22 23 24 public IEnumerator exeuteCoroutine(){ 25 Debug.Log (Thread.CurrentThread.Name + ": Before yield return A, fCount=" + Time.renderedFrameCount); 26 //yield return new WaitForSeconds(1); 27 yield return "A"; 28 // yield return "C"; 29 // yield return "D"; 30 Debug.LogError (Thread.CurrentThread.Name + ": After yield return A, fCount=" + Time.renderedFrameCount); 31 } 32 33 IEnumerator LoadImage() 34 { 35 WWW www=new WWW("http://pic89.nipic.com/file/20160211/22571617_214730734684_2.jpg"); 36 Image img = this.gameObject.GetComponent<Image> (); 37 38 Debug.Log("Before yield return: " + www.url + " is done? " + www.isDone + ", rf=" + Time.renderedFrameCount); 39 40 yield return www; 41 42 Debug.Log("After yield return, " + www.url + " is done? " + www.isDone + ", rf=" + Time.renderedFrameCount); 43 Rect spriteRect = new Rect (0, 0, www.texture.width, www.texture.height); 44 Sprite imageSprite = Sprite.Create (www.texture, spriteRect, new Vector2 (0.5f, 0.5f)); 45 img.sprite = imageSprite; 46 47 } 48 }
运行之后日志输出(Error 日志是为了明显,才这么打的):
fCount 代表的是当前已经渲染的帧数,发现, yield return 之后的代码, 是在yield return 之后的一帧执行的。
如果yield return 之后换成 new WaitForSeconds(1); yield之后的代码就在1秒后执行。
看一下MonoBehaviour的生命周期:
发现, 在StartCortinue()传入的方法中, 可以yield return 的类型有:
yield return null;
yield return WaitForSeconds(); (实际上, 继承自 YieldInstruction的都可以)
yield return WWW;
如果将例子中的代码改成加载图片:
1 void Start () { 3 Debug.Log (Thread.CurrentThread.ManagedThreadId + ": Start begin. fCount=" + + Time.renderedFrameCount); 6 this.StartCoroutine (LoadImage()); 7 }
1 IEnumerator LoadImage() 2 { 3 WWW www=new WWW("http://pic89.nipic.com/file/20160211/22571617_214730734684_2.jpg"); 4 Image img = this.gameObject.GetComponent<Image> (); 5 6 Debug.Log("Before yield return: " + www.url + " is done? " + www.isDone + ", rf=" + Time.renderedFrameCount); 7 8 yield return www; 9 10 Debug.Log("After yield return, " + www.url + " is done? " + www.isDone + ", rf=" + Time.renderedFrameCount); 11 Rect spriteRect = new Rect (0, 0, www.texture.width, www.texture.height); 12 Sprite imageSprite = Sprite.Create (www.texture, spriteRect, new Vector2 (0.5f, 0.5f)); 13 img.sprite = imageSprite; 14 15 }
通过输出日志, 你会发现, yield return www;之后的代码, 是在www.isDone之后, 也就是图片加载完毕之后才执行的!
Before yield return: http://pic89.nipic.com/file/20160211/22571617_214730734684_2.jpg is done? False, rf=1 UnityEngine.Debug:Log(Object) <LoadImage>c__Iterator6:MoveNext() (at Assets/Scripts/CoroutineDemo.cs:38) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) CoroutineDemo:Start() (at Assets/Scripts/CoroutineDemo.cs:14) After yield return, http://pic89.nipic.com/file/20160211/22571617_214730734684_2.jpg is done? True, rf=34 UnityEngine.Debug:Log(Object) <LoadImage>c__Iterator6:MoveNext() (at Assets/Scripts/CoroutineDemo.cs:42)
总结:
yield return 搭配上WaitForSecond, WWW, 可以达到延时执行的效果。
但是, 特别注意的是, StartCoroutine()并没有开启新的线程来执行, 还是执行在与Start(), Update()相同的主线程中!