Unity主线程和子线程跳转调用(2)

时间:2023-03-09 17:58:40
Unity主线程和子线程跳转调用(2)

  在上一篇介绍了多线程和Unity交互方式,但是由于我的项目是一个unity编辑器插件项目,很显然上一篇的代码需要加以修改,在编辑器下实现Loom.

  1,Editor下的没有Update这个生命周期函数,但是Ediitor提供了EditorApplication.update这个事件,自己用这个事件订阅update方法即可

  2,Editor下的没有Awake OnDestory这些生命周期函数,需要自己编写方法让外部去创建、销毁Loom

  3,  我的项目需要保证子线程逻辑不假死的同时又要保证同步,如下面这段伪代码,执行顺序为:DownFile1->UnityFunction1->DownFile2->UnityFunction2

  

Function
{
//异步在多线程下运行
Loom.RunAsync(() =>
{
//耗时函数
DownFile1(); //回到unity线程继续运行
Loom.QueueOnMainThread(()=>
{
//这个函数是unity函数
UnityFunction1();
} //耗时函数
DownFile2();
//回到unity线程继续运行
Loom.QueueOnMainThread(()=>
{
//这个函数是unity函数
UnityFunction2();
} }
}

  

  修改后的代码如下

 using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System;
using System.Threading;
using System.Linq;
using UnityEditor;
public class Loom
{
/// <summary>
/// 当前是否有unity任务需要执行
/// </summary>
static bool hasUnityAction = true; private static Thread loomThread; /// <summary>
/// unity任务表
/// </summary>
private List<Action> actions = new List<Action>(); #region 单例 注册update事件
private static Loom _instance;
private static readonly object lockObj = new object();
public static Loom Current
{
get
{
if (_instance == null)
{
lock (lockObj)
{
if (_instance == null)
{
_instance = new Loom();
} }
}
return _instance;
}
}
private Loom()
{
EditorApplication.update += Update; }
#endregion /// <summary>
/// 子线程启动一个任务
/// </summary>
/// <param name="a"></param>
/// <returns></returns>
public Thread RunAsync(Action a)
{
if (loomThread != null)
{
Stop();
throw new Exception("任务仅运行一次");
}
loomThread = new Thread(new ParameterizedThreadStart(RunAction));
loomThread.Name = "Loom线程";
loomThread.Priority = System.Threading.ThreadPriority.Lowest;
loomThread.Start(a);
return loomThread;
}
/// <summary>
/// 加入一个任务到主线程队列
/// </summary>
/// <param name="action"></param>
public void QueueOnMainThread(Action action)
{
if (Current != null && Thread.CurrentThread == loomThread)
{
hasUnityAction = true;
lock (Current.actions)
{
Current.actions.Add(action);
}
while (hasUnityAction)
{
loomThread.Priority = System.Threading.ThreadPriority.Lowest;
Thread.Sleep();
}
} } /// <summary>
/// 延迟子线程
/// </summary>
/// <param name="time"></param>
public void Sleep(int time)
{
if (Current != null && Thread.CurrentThread == loomThread)
{
Thread.Sleep(time); }
} /// <summary>
/// 停止任务
/// </summary>
public void Stop()
{
EditorApplication.update -= Update;
try
{
loomThread.Abort();
}
catch (Exception e)
{
Debug.Log(e.ToString());
}
finally
{
loomThread = null;
_instance = null;
} } private void RunAction(object action)
{
try
{
((Action)action)();
}
catch
{
} } List<Action> _currentActions = new List<Action>(); static void Update()
{
try
{ if (!hasUnityAction) return; lock (Current.actions)
{
Current._currentActions.Clear();
Current._currentActions.AddRange(Current.actions);
Current.actions.Clear();
}
for (int i = ; i < Current._currentActions.Count; i++)
{
Debug.LogError("主线程任务");
Current._currentActions[i](); }
hasUnityAction = false;
}
catch
{
Debug.LogError("主线程任务失败");
}
}
}