Unity3d之协程自实现测试

时间:2023-03-09 01:46:44
Unity3d之协程自实现测试
using UnityEngine;
using System.Collections; public class TestStartCoroutine : MonoBehaviour
{
IEnumerator m_etor;
bool m_moveNext;
MyWaitForSeconds m_waiter; #region MyRegion class MyWaitForSeconds
{
int m_seconds;
float m_timer; public MyWaitForSeconds(int seconds)
{
m_seconds = seconds;
m_timer = 0;
} public bool Update(float deltaTime)
{
m_timer += deltaTime;
return m_timer >= m_seconds;
}
} #endregion void Start()
{
MyStartCoroutine(T1());
} public void MyStartCoroutine(IEnumerator etor)
{
m_etor = etor;
m_moveNext = true;
} IEnumerator T1()
{
Debug.Log("#1"); int i = 0;
while (i++ < 60)
{
Debug.Log("#2 " + i);
yield return null;
} Debug.Log("#3"); yield return new MyWaitForSeconds(3); Debug.Log("#4");
} void Update()
{
if (m_moveNext)
{
if (!m_etor.MoveNext())
m_moveNext = false;
else if (m_etor.Current is MyWaitForSeconds)
{
m_waiter = (MyWaitForSeconds)m_etor.Current;
m_moveNext = false;
}
} if (m_waiter != null)
{
if (m_waiter.Update(Time.deltaTime))
{
m_waiter = null;
m_moveNext = true;
}
}
}
}

  Unity3d的协程是利用枚举器来实现的,我猜可能是跟以上测试代码一样,在一帧里让枚举器的指针加1,从而可以等待1帧。