灵感来自下面这本书的协程部分,因此我就自己尝试写了一个
我的新书Unity3D游戏开发(第3版) | 雨松MOMO程序研究院
如果你不知道什么是协程:unity保姆级教程之协同程序_unity协同-CSDN博客
一句话概括:协程就是单线程的异步操作,其作用于Unity的主线程
1.我写了如下几个功能(只展示无参数):
基础校验
private bool CheckCount(int count){if (count < 0){Debug.LogError("循环次数不能为负数!");return false;}return true;}private bool CheckTime(float time){if (time < 0){Debug.LogError("等待时间不能为负数!");return false;}return true;}
1.等待受缩放时间影响后的秒数
public void WaitTime(float waitTime, Action callback){if (CheckTime(waitTime)){StartCoroutine(WaitTimeHandle(waitTime, () => callback?.Invoke()));}}
2.等待不受缩放时间影响后的秒数
public void WaitRealTime(float waitTime, Action callback){if (CheckTime(waitTime)){StartCoroutine(WaitRealTimeHandle(waitTime, () => callback?.Invoke()));}}
2.按固定时间间隔循环执行
public void LoopTime(float spacing, int overNumber, Action callback){if (CheckTime(spacing) && CheckCount(overNumber)){StartCoroutine(LoopTimeHandle(spacing, overNumber, () => callback?.Invoke()));}}
3.等待固定帧执行一次
public void WaitFrame(int frameCount, Action callback){if (CheckCount(frameCount)){StartCoroutine(WaitFrameHandle(frameCount, () => callback?.Invoke()));}}
4.进度反馈
public void WaitTimeWithProgress(float waitTime, Action<float> progressCallback, Action completeCallback){if (CheckTime(waitTime)){StartCoroutine(ProgressTimer(waitTime, progressCallback, completeCallback));}}private IEnumerator ProgressTimer(float duration, Action<float> progress, Action complete){float startTime = Time.time;while (Time.time - startTime < duration){progress?.Invoke((Time.time - startTime) / duration);yield return null;}complete?.Invoke();}
5.等待当前帧渲染结束执行回调(本帧执行)
public void WaitForEndOfFrame(Action callback){StartCoroutine(WaitForEndOfFrameHandle(callback));}private IEnumerator WaitForEndOfFrameHandle(Action callback){yield return new WaitForEndOfFrame();callback?.Invoke();}
2.总览
回调函数我写了无参 一参 两参的版本 可以自行添加参数
using System;
using System.Collections;
using UnityEngine;public class TimeManager : MonoBehaviour
{private static TimeManager instance;public static TimeManager Instance => instance;private void Awake(){if (instance == null){instance = this;}}private bool CheckCount(int count){if (count < 0){Debug.LogError("循环次数不能为负数!");return false;}return true;}private bool CheckTime(float time){if (time < 0){Debug.LogError("等待时间不能为负数!");return false;}return true;}#region 等待固定时间秒/// <summary>/// 等待固定时间以后执行回调/// </summary>/// <param name="waitTime">等待时间(秒)</param>/// <param name="callback">回调函数</param>public void WaitTime(float waitTime, Action callback){if (CheckTime(waitTime)){StartCoroutine(WaitTimeHandle(waitTime, () => callback?.Invoke()));}}public void WaitTime<T>(float waitTime, T param, Action<T> callback){if (CheckTime(waitTime)){StartCoroutine(WaitTimeHandle(waitTime, () => callback?.Invoke(param)));}}public void WaitTime<T, K>(float waitTime, T param1, K param2, Action<T, K> callback){if (CheckTime(waitTime)){StartCoroutine(WaitTimeHandle(waitTime, () => callback?.Invoke(param1, param2)));}}private IEnumerator WaitTimeHandle(float waitTime, Action action){yield return new WaitForSeconds(waitTime);action?.Invoke();}#endregion#region 等待固定时间秒(不受缩放影响)/// <summary>/// 等待固定时间以后执行回调(不受Time.timeScale影响)/// </summary>/// <param name="waitTime">等待时间(秒)</param>/// <param name="callback">回调函数</param>public void WaitRealTime(float waitTime, Action callback){if (CheckTime(waitTime)){StartCoroutine(WaitRealTimeHandle(waitTime, () => callback?.Invoke()));}}public void WaitRealTime<T>(float waitTime, T param, Action<T> callback){if (CheckTime(waitTime)){StartCoroutine(WaitRealTimeHandle(waitTime, () => callback?.Invoke(param)));}}public void WaitRealTime<T, K>(float waitTime, T param1, K param2, Action<T, K> callback){if (CheckTime(waitTime)){StartCoroutine(WaitRealTimeHandle(waitTime, () => callback?.Invoke(param1, param2)));}}private IEnumerator WaitRealTimeHandle(float waitTime, Action action){yield return new WaitForSecondsRealtime(waitTime);action?.Invoke();}#endregion#region 按固定时间间隔循环执行public void LoopTime(float spacing, int overNumber, Action callback){if (CheckTime(spacing) && CheckCount(overNumber)){StartCoroutine(LoopTimeHandle(spacing, overNumber, () => callback?.Invoke()));}}public void LoopTime<T>(float spacing, int overNumber, T param, Action<T> callback){if (CheckTime(spacing) && CheckCount(overNumber)){StartCoroutine(LoopTimeHandle(spacing, overNumber, () => callback?.Invoke(param)));}}public void LoopTime<T, K>(float spacing, int overNumber, T param1, K param2, Action<T, K> callback){if (CheckTime(spacing) && CheckCount(overNumber)){StartCoroutine(LoopTimeHandle(spacing, overNumber, () => callback?.Invoke(param1, param2)));}}private IEnumerator LoopTimeHandle(float spacing, int overNumber, Action action){for (int i = 0; i < overNumber; i++){yield return new WaitForSeconds(spacing);action?.Invoke();}}#endregion#region 等待固定帧执行一次public void WaitFrame(int frameCount, Action callback){if (CheckCount(frameCount)){StartCoroutine(WaitFrameHandle(frameCount, () => callback?.Invoke()));}}public void WaitFrame<T>(int frameCount, T param, Action<T> callback){if (CheckCount(frameCount)){StartCoroutine(WaitFrameHandle(frameCount, () => callback?.Invoke(param)));}}public void WaitFrame<T, K>(int frameCount, T param1, K param2, Action<T, K> callback){if (CheckCount(frameCount)){StartCoroutine(WaitFrameHandle(frameCount, () => callback?.Invoke(param1, param2)));}}private IEnumerator WaitFrameHandle(int frameCount, Action action){for (int i = 0; i < frameCount; i++){yield return null;}action?.Invoke();}#endregion#region 进度反馈public void WaitTimeWithProgress(float waitTime, Action<float> progressCallback, Action completeCallback){if (CheckTime(waitTime)){StartCoroutine(ProgressTimer(waitTime, progressCallback, completeCallback));}}private IEnumerator ProgressTimer(float duration, Action<float> progress, Action complete){float startTime = Time.time;while (Time.time - startTime < duration){progress?.Invoke((Time.time - startTime) / duration);yield return null;}complete?.Invoke();}public void WaitTimeWithProgress<T>(float waitTime, T param, Action<float, T> progressCallback, Action<T> completeCallback){if (CheckTime(waitTime)){StartCoroutine(ProgressTimer(waitTime, param, progressCallback, completeCallback));}}private IEnumerator ProgressTimer<T>(float duration, T param, Action<float, T> progress, Action<T> complete){float startTime = Time.time;while (Time.time - startTime < duration){progress?.Invoke((Time.time - startTime) / duration, param);yield return null;}complete?.Invoke(param);}public void WaitTimeWithProgress<T, K>(float waitTime, T param1, K param2, Action<float, T, K> progressCallback, Action<T, K> completeCallback){if (CheckTime(waitTime)){StartCoroutine(ProgressTimer(waitTime, param1, param2, progressCallback, completeCallback));}}private IEnumerator ProgressTimer<T, K>(float duration, T param1, K param2, Action<float, T, K> progress, Action<T, K> complete){float startTime = Time.time;while (Time.time - startTime < duration){progress?.Invoke((Time.time - startTime) / duration, param1, param2);yield return null;}complete?.Invoke(param1, param2);}#endregion#region 等待当前帧结束执行回调public void WaitForEndOfFrame(Action callback){StartCoroutine(WaitForEndOfFrameHandle(callback));}private IEnumerator WaitForEndOfFrameHandle(Action callback){yield return new WaitForEndOfFrame();callback?.Invoke();}public void WaitForEndOfFrame<T>(T param, Action<T> callback){StartCoroutine(WaitForEndOfFrameHandle(param, callback));}private IEnumerator WaitForEndOfFrameHandle<T>(T param, Action<T> callback){yield return new WaitForEndOfFrame();callback?.Invoke(param);}public void WaitForEndOfFrame<T, K>(T param1, K param2, Action<T, K> callback){StartCoroutine(WaitForEndOfFrameHandle(param1, param2, callback));}private IEnumerator WaitForEndOfFrameHandle<T, K>(T param1, K param2, Action<T, K> callback){yield return new WaitForEndOfFrame();callback?.Invoke(param1, param2);}#endregionpublic void Stop(IEnumerator func){StopCoroutine(func);}public void StopAll(){StopAllCoroutines();}public TimeChainContext StartChain(){return new TimeChainContext(this);}
}
3.Ai给出了如下拓展思路
优先级高
链式调用扩展
物理时间步长同步
优先级中
调试可视化工具
网络同步时钟
优先级低
自动化测试框架集成
使用Mono管理类去管理该脚本从而摆脱Mono的控制
我目前的需求没有这么复杂,当作一个简单的计时器使用
其是依赖于Unity的这一点可以用await和async来替代,但是可能涉及到了多线程,我这块学了但是用的不多还需加强