unity5提供了协程,不过用起来很蛋疼,当然如果是unity2017 你就可以用async await了
提供一个TaskManager来封装协程(github https://github.com/krockot/Unity-TaskManager)
1.TaskManager
/// TaskManager.cs /// Copyright (c) 2011, Ken Rockot <k-e-n-@-REMOVE-CAPS-AND-HYPHENS-oz.gs>. All rights reserved. /// Everyone is granted non-exclusive license to do anything at all with this code. /// /// This is a new coroutine interface for Unity. /// /// The motivation for this is twofold: /// /// 1. The existing coroutine API provides no means of stopping specific /// coroutines; StopCoroutine only takes a string argument, and it stops /// all coroutines started with that same string; there is no way to stop /// coroutines which were started directly from an enumerator. This is /// not robust enough and is also probably pretty inefficient. /// /// 2. StartCoroutine and friends are MonoBehaviour methods. This means /// that in order to start a coroutine, a user typically must have some /// component reference handy. There are legitimate cases where such a /// constraint is inconvenient. This implementation hides that /// constraint from the user. /// /// Example usage: /// /// ---------------------------------------------------------------------------- /// IEnumerator MyAwesomeTask() /// { /// while(true) { /// Debug.Log("Logcat iz in ur consolez, spammin u wif messagez."); /// yield return null; //// } /// } /// /// IEnumerator TaskKiller(float delay, Task t) /// { /// yield return new WaitForSeconds(delay); /// t.Stop(); /// } /// /// void SomeCodeThatCouldBeAnywhereInTheUniverse() /// { /// Task spam = new Task(MyAwesomeTask()); /// new Task(TaskKiller(5, spam)); /// } /// ---------------------------------------------------------------------------- /// /// When SomeCodeThatCouldBeAnywhereInTheUniverse is called, the debug console /// will be spammed with annoying messages for 5 seconds. /// /// Simple, really. There is no need to initialize or even refer to TaskManager. /// When the first Task is created in an application, a "TaskManager" GameObject /// will automatically be added to the scene root with the TaskManager component /// attached. This component will be responsible for dispatching all coroutines /// behind the scenes. /// /// Task also provides an event that is triggered when the coroutine exits. using UnityEngine; using System.Collections; /// A Task object represents a coroutine. Tasks can be started, paused, and stopped. /// It is an error to attempt to start a task that has been stopped or which has /// naturally terminated. public class Task { /// Returns true if and only if the coroutine is running. Paused tasks /// are considered to be running. public bool Running { get { return task.Running; } } /// Returns true if and only if the coroutine is currently paused. public bool Paused { get { return task.Paused; } } /// Delegate for termination subscribers. manual is true if and only if /// the coroutine was stopped with an explicit call to Stop(). public delegate void FinishedHandler(bool manual); /// Termination event. Triggered when the coroutine completes execution. public event FinishedHandler Finished; /// Creates a new Task object for the given coroutine. /// /// If autoStart is true (default) the task is automatically started /// upon construction. public Task(IEnumerator c, bool autoStart = true) { task = TaskManager.CreateTask(c); task.Finished += TaskFinished; if (autoStart) Start(); } /// Begins execution of the coroutine public void Start() { task.Start(); } /// Discontinues execution of the coroutine at its next yield. public void Stop() { task.Stop(); } public void Pause() { task.Pause(); } public void Unpause() { task.Unpause(); } void TaskFinished(bool manual) { FinishedHandler handler = Finished; if (handler != null) handler(manual); } TaskManager.TaskState task; } class TaskManager : MonoBehaviour { public class TaskState { public bool Running { get { return running; } } public bool Paused { get { return paused; } } public delegate void FinishedHandler(bool manual); public event FinishedHandler Finished; IEnumerator coroutine; bool running; bool paused; bool stopped; public TaskState(IEnumerator c) { coroutine = c; } public void Pause() { paused = true; } public void Unpause() { paused = false; } public void Start() { running = true; singleton.StartCoroutine(CallWrapper()); } public void Stop() { stopped = true; running = false; } IEnumerator CallWrapper() { yield return null; IEnumerator e = coroutine; while (running) { if (paused) yield return null; else { if (e != null && e.MoveNext()) { yield return e.Current; } else { running = false; } } } FinishedHandler handler = Finished; if (handler != null) handler(stopped); } } static TaskManager singleton; public static TaskState CreateTask(IEnumerator coroutine) { if (singleton == null) { GameObject go = new GameObject("TaskManager"); singleton = go.AddComponent<TaskManager>(); } return new TaskState(coroutine); } }
2.使用说明
using System.Collections; using System.Collections.Generic; using UnityEngine; public class Test : MonoBehaviour { // Use this for initialization void Start () { TaskManager.TaskState task = TaskManager.CreateTask(MyC()); //然后单独操作这个task就行了,很方便 task.Start();//任务开始 task.Finished += Task_Finished;//完成回调 task.Stop();//任务停止 task.Pause();//任务暂停 task.Unpause();//任务恢复 } private void Task_Finished(bool manual) { Debug.Log("任务完成"); } IEnumerator MyC() { yield return new WaitForSeconds(1); Debug.Log("hahahhhh"); } }