MonoBehaviour Lifecycle(生命周期/脚本执行顺序)

时间:2023-03-09 02:28:50
MonoBehaviour Lifecycle(生命周期/脚本执行顺序)

脚本执行顺序

前言

搭建一个示例来验证Unity脚本的执行顺序,大概测试以下部分:

  • 物理方面(Physics)
  • 渲染(Scene rendering)
  • 输入事件(InputEvent)

流程图

Unity文档:https://docs.unity3d.com/Manual/ExecutionOrder.html

原图地址:https://docs.unity3d.com/uploads/Main/monobehaviour_flowchart.svg

MonoBehaviour Lifecycle(生命周期/脚本执行顺序)

测试场景

搭建场景

示例下载:https://github.com/zhaoqingqing/blog_samplecode/raw/master/unity-framework/monobehaviour_lifecycle/monobehaviour_lifecycle.unitypackage

根据上图中的脚本生命周期,我编写三个脚本来测试部分阶段的生命周期:

  • Logs.cs 输出日志(可选)
  • TestInputEvent.cs(Input输入事件)
  • TestPhysicOrder.cs(物理事件执行顺序)
  • TestSceneRender.cs(Render顺序)

创建一个空的场景,创建三个Gameobject,每个gameobject上分别绑上要测试的脚本。每次测试不同的功能,分别激活不同的gameobject

MonoBehaviour Lifecycle(生命周期/脚本执行顺序)

打印调用堆栈脚本

可以打印调用方法的堆栈,包括方法名,文件名

github:https://github.com/zhaoqingqing/blog_samplecode/blob/master/unity-framework/monobehaviour_lifecycle/Logs.cs

using System;
using System.Diagnostics; public class Logs { /// <summary>
/// 打印调用者的方法名
/// </summary>
public static void DoLog()
{
StackTrace st = new StackTrace(true);
//获取当前调用的方法名
StackFrame stackFrame = st.GetFrame(1);
//var callInfo = string.Format("{0}:{1}.{2}",stackFrame.GetFileName(),stackFrame.GetFileLineNumber(),stackFrame.GetMethod().Name);
var callInfo = stackFrame.GetMethod().Name.ToString();
DoLog(callInfo);
} public static void DoLog(string szMsg, params object[] args)
{
string log = string.Format("[{0}]{1}", DateTime.Now.ToString("HH:mm:ss.ffff"), string.Format(szMsg, args));
UnityEngine.Debug.Log(log);
}
}

物理测试

测试脚本

测试脚本中写了Unity的各个脚本函数,大致内容如下:

github:https://github.com/zhaoqingqing/blog_samplecode/blob/master/unity-framework/monobehaviour_lifecycle/TestPhysicOrder.cs

using System;
using UnityEngine;
using System.Collections; public class TestPhysicOrder : MonoBehaviour
{
// Reset to default values
public void Reset()
{
Logs.DoLog();
} // Awake is called when the script instance is being loaded
public void Awake()
{
StartCoroutine(YieldOneFrame());
StartCoroutine(YieldEndOfFrame());
StartCoroutine(YieldWaitForFixedUpdate());
Logs.DoLog();
} // This function is called when the object becomes enabled and active
public void OnEnable()
{
Logs.DoLog();
} // Use this for initialization
void Start()
{
Logs.DoLog();
} // This function is called every fixed framerate frame, if the MonoBehaviour is enabled
public void FixedUpdate()
{
Logs.DoLog();
} // Update is called once per frame
void Update()
{
Logs.DoLog();
} IEnumerator YieldWaitForFixedUpdate()
{
yield return new WaitForFixedUpdate();
Logs.DoLog("WaitForFixedUpdate");
} IEnumerator YieldOneFrame()
{
yield return 1;
Logs.DoLog("YieldOneFrame");
} IEnumerator YieldEndOfFrame()
{
yield return new WaitForEndOfFrame();
Logs.DoLog("YieldEndOfFrame");
} // LateUpdate is called every frame, if the Behaviour is enabled
public void LateUpdate()
{
Logs.DoLog();
} // This function is called when the behaviour becomes disabled or inactive
public void OnDisable()
{
Logs.DoLog();
} // This function is called when the MonoBehaviour will be destroyed
public void OnDestroy()
{
Logs.DoLog();
} // Sent to all game objects when the player gets or looses focus
public void OnApplicationFocus(bool focus)
{
Logs.DoLog();
} // Sent to all game objects when the player pauses
public void OnApplicationPause(bool pause)
{
Logs.DoLog();
} // Sent to all game objects before the application is quit
public void OnApplicationQuit()
{
Logs.DoLog();
} }

测试结果

开始部分截图

MonoBehaviour Lifecycle(生命周期/脚本执行顺序)

结束部分截图

MonoBehaviour Lifecycle(生命周期/脚本执行顺序)

Render测试

测试脚本

github:https://github.com/zhaoqingqing/blog_samplecode/blob/master/unity-framework/monobehaviour_lifecycle/TestSceneRender.cs

using System;
using UnityEngine;
public class TestSceneRender : MonoBehaviour
{ // OnPreCull is called before a camera culls the scene
public void OnPreCull()
{
Logs.DoLog();
} // OnPreRender is called before a camera starts rendering the scene
public void OnPreRender()
{
Logs.DoLog(); } // Callback that is sent if an associated RectTransform has it's dimensions changed
public void OnRectTransformDimensionsChange()
{
Logs.DoLog();
} // Callback that is sent if an associated RectTransform is removed
public void OnRectTransformRemoved()
{
Logs.DoLog();
} // OnRenderImage is called after all rendering is complete to render image
public void OnRenderImage(RenderTexture source, RenderTexture destination)
{
Logs.DoLog();
} // OnRenderObject is called after camera has rendered the scene
public void OnRenderObject()
{
Logs.DoLog();
} // OnWillRenderObject is called once for each camera if the object is visible
public void OnWillRenderObject()
{
Logs.DoLog();
} // Implement this OnDrawGizmosSelected if you want to draw gizmos only if the object is selected
public void OnDrawGizmos()
{
Logs.DoLog();
} // OnGUI is called for rendering and handling GUI events
public void OnGUI()
{
Logs.DoLog();
}
}

测试结果

当把测试脚挂在Cube或者Camera上,会执行的函数是不相同的。

绑在Camera上

MonoBehaviour Lifecycle(生命周期/脚本执行顺序)

绑在Cube上

MonoBehaviour Lifecycle(生命周期/脚本执行顺序)