Unity的協程是輕量的異步解決方案,但是每調用一次yield就必須等下一幀才能繼續,這一點帶來了很多約束。
比如如下代碼:
void OnEnable() { StartCoroutine(_Do()); } IEnumerator _Do() { Debug.Log("[A]Frame " + Time.frameCount); yield return null; Debug.Log("[B]Frame " + Time.frameCount); }
當然,也會想到用一些Trick欺騙過去
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 < 0)//always false yield return null; Debug.Log("[2]frame: " + Time.frameCount); } IEnumerator Foo2() { Debug.Log("[3]frame: " + Time.frameCount); yield return null; }
可是編譯器並不吃這一套
那么解決方法也很簡單,就是用迭代器再封裝一層。
並把yield return true作為非異步返回的標記:
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 > 0) { 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; } } } } }
這樣就可以同步返回了
ToFixedCoroutine函數經過一些嵌套的測試,使用起來還算穩定。