[Unity]自定义协程CustomYieldInstruction/IEnumerator
作者:互联网
我们知道Unity中开启一个协程是这样的:
public class ExampleScript : MonoBehaviour { void Start() { StartCoroutine(DoSomThing()); } public IEnumerator DoSomeThing() { Debug.Log("Start" + Time.realtimeSinceStartup); yield return new WaitForSeconds(5); Debug.Log("End" + Time.realtimeSinceStartup); } }
yield return的作用是在 return 时,保存当前函数的状态,下次调用时继续从当前位置处理。
void Test() { foreach (var item in GetNumbers()) Debug.Log("Main process. item = " + item); } static IEnumerable<int> GetNumbers() { // 以[0, 1, 2] 初始化数列 list Debug.Log("Initializating..."); List<int> list = new List<int>(); for (int i = 0; i < 3; i++) list.Add(i); // 每次 yield return 返回一个list的数据 Debug.Log("Processing..."); for (int i = 0; i < list.Count; i++) { Debug.Log("Yield called."); yield return list[i]; } Debug.Log("Done."); }
如上,GetNumbers方法内部的状态并不会因为yield return跳出这次循环而改变。输出的结果是这样的
Initializating... Processing... Yield called. Main process. item = 0 Yield called. Main process. item = 1 Yield called. Main process. item = 2 Done.
Unity提供了一个接口给我们CustomYieldInstruction,官方的示例是这样的:
using System.Collections; using UnityEngine; public class ExampleScript : MonoBehaviour { void Update() { if (Input.GetMouseButtonUp(0)) { Debug.Log("Left mouse button up"); StartCoroutine(waitForMouseDown()); } } public IEnumerator waitForMouseDown() { yield return new WaitForMouseDown(); Debug.Log("Right mouse button pressed"); } } using UnityEngine; public class WaitForMouseDown : CustomYieldInstruction { public override bool keepWaiting { get { return !Input.GetMouseButtonDown(1); } } public WaitForMouseDown() { Debug.Log("Waiting for Mouse right button down"); } }
因此我们可以自定义一个WaitForSeconds,取名WaitTimer
public class WaitTimer : CustomYieldInstruction { private float timeLeft; private float lastTime; public override bool keepWaiting { get { timeLeft -= Time.deltaTime; return timeLeft > 0; } } public WaitTimer(float time) { Reset(time); } public void Reset(float time = 0) { if (time == 0) { timeLeft = lastTime; } else { lastTime = timeLeft = time; } } }
如果你想对yieldInstruction做更复杂的操作,你也可以直接实现 System.Collections.IEnumerator
public class WaitTimerV2 : IEnumerator { private float timeLeft; object IEnumerator.Current { get { return null; } } public WaitTimerV2(float time) { timeLeft = time; } public bool MoveNext() { timeLeft -= Time.deltaTime; return timeLeft > 0; } public void Reset() { timeLeft = 0; } }
以上就是Unity中自定义协程的示例讲解。
标签:return,Log,自定义,Unity,time,Debug,timeLeft,IEnumerator,public 来源: https://www.cnblogs.com/louyaoming/p/14629072.html