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UNITY中有Timer
阅读量:6732 次
发布时间:2019-06-25

本文共 3810 字,大约阅读时间需要 12 分钟。

using UnityEngine;using System.Collections;using System.Timers;public class NewBehaviourScript : MonoBehaviour {	// Use this for initialization	void Start () {        Timer t = new Timer(100);        t.Elapsed += T_Elapsed_Handle;        t.Start();		}    private void T_Elapsed_Handle(object sender, ElapsedEventArgs e)    {        Debug.Log("T_Elapsed_Handle" + this.gameObject.name);    }

  输出:

get_gameObject can only be called from the main thread.

 

看来Coroutin的出现就是为了解决这个问题,方便大家使用,

当然往主线程里Enqeue消息也是可以的

 

百度了一下,找到了Loom这个插件。感觉真的很好用,错误不见了。

这里做下记录。

Loom插件就一个脚本导入到Unity中就行了。具体脚本内容如下

using UnityEngine;using System.Collections;using System.Collections.Generic;using System;using System.Threading;using System.Linq;    public class Loom :MonoBehaviour    {        public static int maxThreads = 8;        static int numThreads;        private static Loom _current;        //private int _count;        public static Loom Current        {            get            {                Initialize();                return _current;            }        }        void Awake()        {            _current = this;            initialized = true;        }        static bool initialized;        public static void Initialize()        {            if (!initialized)            {                if (!Application.isPlaying)                    return;                initialized = true;                var g = new GameObject("Loom");                _current = g.AddComponent
();#if !ARTIST_BUILD UnityEngine.Object.DontDestroyOnLoad(g);#endif } } public struct NoDelayedQueueItem { public Action
action; public object param; } private List
_actions = new List
(); public struct DelayedQueueItem { public float time; public Action
action; public object param; } private List
_delayed = new List
(); List
_currentDelayed = new List
(); public static void QueueOnMainThread(Action
taction, object tparam) { QueueOnMainThread(taction, tparam, 0f); } public static void QueueOnMainThread(Action taction, object tparam, float time) { if (time != 0) { lock (Current._delayed) { Current._delayed.Add(new DelayedQueueItem { time = Time.time + time, action = taction, param = tparam }); } } else { lock (Current._actions) { Current._actions.Add(new NoDelayedQueueItem { action = taction, param = tparam }); } } } public static Thread RunAsync(Action a) { Initialize(); while (numThreads >= maxThreads) { Thread.Sleep(100); } Interlocked.Increment(ref numThreads); ThreadPool.QueueUserWorkItem(RunAction, a); return null; } private static void RunAction(object action) { try { ((Action)action)(); } catch { } finally { Interlocked.Decrement(ref numThreads); } } void OnDisable() { if (_current == this) { _current = null; } } // Use this for initialization void Start() { } List
_currentActions = new List
(); // Update is called once per frame void Update() { if (_actions.Count > 0) { lock (_actions) { _currentActions.Clear(); _currentActions.AddRange(_actions); _actions.Clear(); } for (int i = 0; i < _currentActions.Count; i++) { _currentActions[i].action(_currentActions[i].param); } } if (_delayed.Count > 0) { lock (_delayed) { _currentDelayed.Clear(); _currentDelayed.AddRange(_delayed.Where(d => d.time <= Time.time)); for (int i = 0; i < _currentDelayed.Count; i++) { _delayed.Remove(_currentDelayed[i]); } } for (int i = 0; i < _currentDelayed.Count; i++) { _currentDelayed[i].action(_currentDelayed[i].param); } } } }

  

代码也就100多行,主要是两个比较主要的方法

RunAsync(Action a)和QueueOnMainThread(Action<object> taction, object tparam)

开启一个线程然后在Loom.RunAsyn()中调用需要回到Unity主线程更新界面时调用QueueOnMainThread()即可。简单好用。

 

转载地址:http://aofqo.baihongyu.com/

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