using System;
using System.Collections;
using System.Collections.Generic;
using System.Threading;
using UnityEngine;
using Random = System.Random;
public class MyThreadManger : MonoBehaviour {
Hashtable hashtable = new Hashtable();
private int m_iParam=0;//随便一个类型的参数
private static string name = "1";//随便一个类型的参数
void Start()
{
ThreadPool.QueueUserWorkItem(new WaitCallback(MyMethod), name);//将方法添加进线程池,并传入参数
ThreadPool.QueueUserWorkItem(new WaitCallback(MyMethod2), name);//将方法添加进线程池,并传入参数
}
private void MyMethod(object param)
{
Random ran = new Random(100);
for (int i = 0; i < 100; i++)
{
try
{
hashtable[i] = param;
param = Convert.ToString(ran.Next());
Debug.Log("开了一个线程:" + hashtable[i + "11~"].ToString());
Thread.Sleep(100);
}
catch (Exception ex)
{
Debug.LogWarning(ex);
}
}
}
private void MyMethod2(object param)
{
Random ran = new Random(200);
for (int i = 0; i < 100; i++)
{
try
{
hashtable[i + "11~"] = param;
param = Convert.ToString(ran.Next(2));
Debug.Log("开了第二个线程:" + hashtable[i + "11~"].ToString());
Thread.Sleep(100);
}
catch (Exception ex)
{
Debug.LogWarning(ex);
}
}
}
}