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Unity协程(Coroutine)管理类——TaskManager工具分享
(Coroutine)管理类——TaskManager工具分享
By D.S.Qiu
尊重他人的劳动,支持原创,转载请注明出处:http.dsqiu.iteye.com
在分享 vp_Timer 中提到,没有继承的MonoBehaviour,没有Update,InVoke 和StartCoroutine的机制,vp_Timer就是提供了InVoke的机制,而且还可以统一管理。本篇D.S.Qiu要分享的TaskManager就是一个协程 管理类。 TaskManager —— Unity3D Managed Coroutines with Start, Stop, Resume ,看着就觉得很强大,当然是对于我这种对协程理解不深的来说。下面贴出 The Motivation of the author:
/// 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.
代码很简单,但却很解渴,Unity官方只听过了StopCoroutine(string methodName)或StopAllCoroutine() 这两个停止方法,从api就会觉得Unity的整体方法论还不完善,所以才会觉得TaskManager的难能可贵。由于源码简单,就不做解释了,See source for document :
- /// 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);
- }
- }
Usage Example:
- /// 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));
- /// }
- /// ----------------------------------------------------------------------------
小结:
本文主要是分享我的收藏的一些“干货”,TaskManager 和 vp_Timer 在项目中发挥了很大的作用,D.S.Qiu 一再觉得强大的东西不都是复杂的,能够使用最简单的本质方法解决问题才是代码设计的追求。 文末附上了相关的链接以及TaskManager的代码。
如果您对D.S.Qiu有任何建议或意见可以在文章后面评论,或者发邮件(gd.s.qiu@gmail.com)交流,您的鼓励和支持是我前进的动力,希望能有更多更好的分享。
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参考:
①
Unity-TaskManager:https://github.com/krockot/Unity-TaskManager②Programmer Instincts:http://programmerinstincts.com/214/