Unity的协程是轻量的异步解决方案,但是每调用一次yield就必须等下一帧才能继续,这一点带来了很多约束。
比如如下代码:
void OnEnable()
{
StartCoroutine(_Do());
} IEnumerator _Do()
{
Debug.Log("[A]Frame " + Time.frameCount);
yield return null;
Debug.Log("[B]Frame " + Time.frameCount);
}
当然,也会想到用一些Trick欺骗过去
IEnumerator Start()
{
Debug.Log("[0]frame: " + Time.frameCount); yield return Foo1(); yield return Foo2();
} IEnumerator Foo1()
{
Debug.Log("[1]frame: " + Time.frameCount);
if (Time.time < )//always false
yield return null;
Debug.Log("[2]frame: " + Time.frameCount);
} IEnumerator Foo2()
{
Debug.Log("[3]frame: " + Time.frameCount); yield return null;
}
可是编译器并不吃这一套
那么解决方法也很简单,就是用迭代器再封装一层。
并把yield return true作为非异步返回的标记:
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System; public class CoroutineTest : MonoBehaviour
{
void OnEnable()
{
StartCoroutine(ToFixedCoroutine(_Do()));
} IEnumerator _Do()
{
Debug.Log("[A]Frame " + Time.frameCount);
yield return true;
Debug.Log("[B]Frame " + Time.frameCount);
} public static IEnumerator ToFixedCoroutine(IEnumerator enumerator)
{
var parentsStack = new Stack<IEnumerator>();
var currentEnumerator = enumerator; parentsStack.Push(currentEnumerator); while (parentsStack.Count > )
{
currentEnumerator = parentsStack.Pop(); while (currentEnumerator.MoveNext())
{
var subEnumerator = currentEnumerator.Current as IEnumerator;
if (subEnumerator != null)
{
parentsStack.Push(currentEnumerator);
currentEnumerator = subEnumerator;
}
else
{
if (currentEnumerator.Current is bool && (bool)currentEnumerator.Current) continue;
yield return currentEnumerator.Current;
}
}
}
}
}
这样就可以同步返回了
ToFixedCoroutine函数经过一些嵌套的测试,使用起来还算稳定。