Unitask学习记录-附工程文件

工程文件下载

using Cysharp.Threading.Tasks;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Networking;
using UnityEngine.SceneManagement;

public class UniTaskTest : MonoBehaviour
{
    private UniTaskSys uniTaskSys;

    public Image img_Test;

    //百度一张图片:右击,在新标签页中打开图像,复制url
    private string url;

    private bool isO_Down;
    private bool isP_Down;

    private void Awake()
    {
        uniTaskSys = new UniTaskSys();
        url = "https://n.sinaimg.cn/sinacn18/600/w1920h1080/20180508/2a45-haichqy4087272.jpg";
    }

    private void Start()
    {
        //AsyncLoadTextAsset("1");
        LoadScene("Demo");
        //AsyncWebRequestTexture(url);

        //uniTaskSys.DelayTest(this);
        WhenAllTest();
        WhenAnyTest();
    }

    private void Update()
    {
        if (Input.GetKeyDown(KeyCode.O))
        {
            isO_Down = true;
        }
        if (Input.GetKeyDown(KeyCode.P))
        {
            isP_Down = true;
        }

    }

    private async void AsyncLoadTextAsset(string path)
    {
        TextAsset textAsset = await uniTaskSys.AsyncLoad<TextAsset>(path) as TextAsset;
        Debug.Log(textAsset.text);
    }

    private void LoadScene(string sceneName)
    {
        uniTaskSys.AsyncLoadScene(sceneName);
    }

    public async void AsyncWebRequestTexture(string url)
    {
        var webRequest = UnityWebRequestTexture.GetTexture(url);
        var asyncOperation = await webRequest.SendWebRequest();
        Texture2D texture2D = ((DownloadHandlerTexture)asyncOperation.downloadHandler).texture;
        img_Test.sprite = Sprite.Create(texture2D, new Rect(0, 0, texture2D.width, texture2D.height), new Vector2(0.5f, 0.5f));
        img_Test.SetNativeSize();
    }

    /// <summary>
    /// 当两个条件都符合了才执行后面操作
    /// </summary>
    public async void WhenAllTest()
    {
        var firstOperation = UniTask.WaitUntil(() => isO_Down);
        var secondOperation = UniTask.WaitUntil(() => isP_Down);
        await UniTask.WhenAll(firstOperation, secondOperation);
        // 注意,whenAll可以用于平行执行多个资源的读取,非常有用!
        // var (a, b, c) = await UniTask.WhenAll(
        //LoadAsSprite("foo"),
        //LoadAsSprite("bar"),
        //LoadAsSprite("baz"));
        Debug.Log("条件01、02都符合条件了");
    }

    /// <summary>
    /// 当其中一个按钮点击了就执行后面操作
    /// </summary>
    private async void WhenAnyTest()
    {
        var firstOperation = UniTask.WaitUntil(() => isO_Down);
        var secondOperation = UniTask.WaitUntil(() => isP_Down);
        await UniTask.WhenAny(firstOperation, secondOperation);
        Debug.Log(isO_Down ? "O被按下" : "P被按下");
    }

}

public class UniTaskSys
{
    public int count = 0;

    public async UniTask<Object> AsyncLoad<T>(string path) where T : Object
    {
        // 加载资源
        var asyncOperation = Resources.LoadAsync<T>(path);
        return (await asyncOperation);
    }

    public async void AsyncLoadScene(string sceneName)
    {
        // 加载场景
        await SceneManager.LoadSceneAsync(sceneName).ToUniTask
            (Progress.Create<float>((p) =>
            {
                Debug.Log($"加载进度为{p * 100:F2}%");
            }));
    }

    public async void DelayTest(MonoBehaviour mono = null)
    {
        Debug.Log(Time.realtimeSinceStartup);
        //性能最好,可以设置等待时机,PlayerLoopTiming 对应Unity中playerloop的更新时机
        //await UniTask.Yield(PlayerLoopTiming.LastUpdate);

        //等待1秒,类似 yield return new WaitForSeconds(1),可以设置 ignoreTimeScale
        //await UniTask.Delay(System.TimeSpan.FromSeconds(1), false);

        //执行在下一帧的update之后,类似 yield return null,和 UniTask.Yield() 效果一样
        //await UniTask.NextFrame();

        //这一帧的最后,类似 yield return new WaitForEndOfFrame(),this是一个MonoBehaviour
        //await UniTask.WaitForEndOfFrame(mono);

        //类似 yield return new WaitForFixedUpdate,和 await UniTask.Yield(PlayerLoopTiming.FixedUpdate)效果一样
        //await UniTask.WaitForFixedUpdate();

        //延迟5帧
        //await UniTask.DelayFrame(5);

        //类似 yield return new WaitUntil(() => count > 10),当count > 10时才执行后面逻辑
        await UniTask.WaitUntil(() => count > 10);

        Debug.Log(Time.realtimeSinceStartup);
    }



}
using Cysharp.Threading.Tasks;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Threading;
using UnityEngine;
using UnityEngine.UI;

public class UniTaskCancel : MonoBehaviour
{
    public Transform FirstTransform;
    public Transform SecondTransform;

    public Button FirstRunButton;
    public Button SecondRunButton;

    public Button FirstCancelButton;
    public Button SecondCancelButton;

    //做取消时需要创建这个对象
    private CancellationTokenSource _firstCancelToken;
    private CancellationTokenSource _secondCancelToken;
    private CancellationTokenSource _linkedCancelToken;

    private void Start()
    {
        FirstRunButton.onClick.AddListener(OnClickFirstMove);
        SecondRunButton.onClick.AddListener(OnClickSecondMove);

        FirstCancelButton.onClick.AddListener(OnClickFirstCancel);
        SecondCancelButton.onClick.AddListener(OnClickSecondCancel);

        _firstCancelToken = new CancellationTokenSource();
        // 注意这里可以直接先行设置多久以后取消
        // _firstCancelToken = new CancellationTokenSource(TimeSpan.FromSeconds(1.5f));
        _secondCancelToken = new CancellationTokenSource();
        //用两个token创建新的linkedCancelToken,当其中一个取消后,linkedCancelToken也会取消,
        _linkedCancelToken =
            CancellationTokenSource.CreateLinkedTokenSource(_firstCancelToken.Token, _secondCancelToken.Token);
    }

    /// <summary>
    /// 移动first,使用try catch监听取消信号
    /// </summary>
    private async void OnClickFirstMove()
    {
        try
        {
            await MoveTransform(FirstTransform, _firstCancelToken.Token);
        }
        catch (OperationCanceledException e)
        {
            //发出取消信号,这里会抛异常
            Debug.Log("first已经被取消");
        }
    }

    /// <summary>
    /// 移动second,忽略异常的抛出,返回一个值元组,这种方式性能更好
    /// </summary>
    private async void OnClickSecondMove()
    {
        //第一个参数表示是否取消,第二个参数时await的返回值
        var (cancelled, _) = await MoveTransform(SecondTransform, _secondCancelToken.Token).SuppressCancellationThrow();
        // 使用LinkedToken,当first取消后,second也会取消
        // var (cancelled, _) = await MoveTransform(SecondTransform, _linkedCancelToken.Token).SuppressCancellationThrow();
        if (cancelled)
        {
            Debug.Log("second已经被取消");
        }
    }

    private async UniTask<int> MoveTransform(Transform tf, CancellationToken cancellationToken)
    {
        float totalTime = 10;
        float timeElapsed = 0;
        while (timeElapsed <= totalTime)
        {
            timeElapsed += Time.deltaTime;
            await UniTask.NextFrame(cancellationToken);
            tf.transform.localPosition += Vector3.right * Time.deltaTime * 3;
        }

        return 0;
    }

    /// <summary>
    /// 取消first移动,Token使用后就不能再次使用,得创建新的Token
    /// </summary>
    private void OnClickFirstCancel()
    {
        _firstCancelToken.Cancel();
        _firstCancelToken.Dispose();
        _firstCancelToken = new CancellationTokenSource();
        _linkedCancelToken =
            CancellationTokenSource.CreateLinkedTokenSource(_firstCancelToken.Token, _secondCancelToken.Token);
    }

    private void OnClickSecondCancel()
    {
        _secondCancelToken.Cancel();
        _secondCancelToken.Dispose();
        _secondCancelToken = new CancellationTokenSource();
        _linkedCancelToken =
        CancellationTokenSource.CreateLinkedTokenSource(_firstCancelToken.Token, _secondCancelToken.Token);
    }

    private void OnDestroy()
    {
        _firstCancelToken.Dispose();
        _secondCancelToken.Dispose();
        _linkedCancelToken.Dispose();
    }
}

using System;
using System.Threading;
using Cysharp.Threading.Tasks;
using Cysharp.Threading.Tasks.Linq;
using UnityEngine;
using UnityEngine.UI;

/// <summary>
/// UI事件模板
/// </summary>
public class UIEventsSample : MonoBehaviour
{
    public Transform trans_Sphere;

    public Button SphereButton;
    public Button DoubleClickButton;
    public Button CoolDownButton;

    public float DoubleClickCheckTime = 0.5f;
    public float CooldownTime = 3f;

    void Start()
    {
        CheckSphereClick(SphereButton.GetCancellationTokenOnDestroy()).Forget();
        CheckDoubleClickButton(DoubleClickButton, this.GetCancellationTokenOnDestroy()).Forget();
        CheckCooldownClickButton(this.GetCancellationTokenOnDestroy()).Forget();
    }

    /// <summary>
    /// 球体连点
    /// </summary>
    private async UniTaskVoid CheckSphereClick(CancellationToken token)
    {
        //将按钮的点击转换为异步可迭代器
        var asyncEnumerable = SphereButton.OnClickAsAsyncEnumerable();
        //ForEachAsync处理每一次点击时的操作,index表示第几次点击,Take(3)表示只处理前三次点击
        await asyncEnumerable.Take(3).ForEachAsync((_, index) =>
        {
            if (token.IsCancellationRequested) return;
            if (index == 0)
            {
                //第一次点击,放大
                SphereTweenScale(2, trans_Sphere.localScale.x, 5, token).Forget();
            }
            else if (index == 1)
            {
                //第二次点击,缩小
                SphereTweenScale(2, trans_Sphere.localScale.x, 2, token).Forget();
            }
            else if (index == 2)
            {
                //第三次点击销毁
            }
        }, token);
        GameObject.Destroy(trans_Sphere.gameObject);
        //三次点击后,await完成,可以进行后面的逻辑
        Debug.LogError("done");
    }

    private async UniTaskVoid SphereTweenScale(float totalTime, float from, float to, CancellationToken token)
    {
        var trans = trans_Sphere;
        float time = 0;
        while (time < totalTime)
        {
            time += Time.deltaTime;
            if (trans) 
            {
                trans.localScale = (from + (time / totalTime) * (to - from)) * Vector3.one;
            }
            await UniTask.Yield(PlayerLoopTiming.Update, token);
        }
    }

    /// <summary>
    /// 双击按钮
    /// </summary>
    private async UniTaskVoid CheckDoubleClickButton(Button button, CancellationToken token)
    {
        while (true)
        {
            //将点击转换为异步的UniTask,然后等待第一次点击
            var clickAsync = button.OnClickAsync(token);
            await clickAsync;
            Debug.Log($"按钮被第一次点击");

            var secondClickAsync = button.OnClickAsync(token);
            //第二次点击和等待时间谁先到,WhenAny返回那个先执行
            int resultIndex = await UniTask.WhenAny(secondClickAsync,
                UniTask.Delay(TimeSpan.FromSeconds(DoubleClickCheckTime), cancellationToken: token));
            Debug.Log(resultIndex == 0 ? $"按钮被双击了" : $"超时,按钮算单次点击");

        }
    }

    /// <summary>
    /// 按钮冷却时间
    /// </summary>
    private async UniTaskVoid CheckCooldownClickButton(CancellationToken token)
    {
        var asyncEnumerable = CoolDownButton.OnClickAsAsyncEnumerable();
        await asyncEnumerable.ForEachAwaitAsync(async (_) =>
        {
            Debug.Log("被点击了,冷却中……");
       
            //Delay过程中不会再响应点击操作
            await UniTask.Delay(TimeSpan.FromSeconds(CooldownTime), cancellationToken: token);
            Debug.Log("冷却好了,可以点了……");
        }, cancellationToken: token);
    }

}
using Cysharp.Threading.Tasks;
using System;
using System.Threading;
using UnityEngine;
using UnityEngine.Networking;
using UnityEngine.UI;

/// <summary>
/// 超时操作
/// </summary>
public class TimeoutTest : MonoBehaviour
{
    public Button TestButton;

    private void Start()
    {
        //使用UniTask.UnityAction包装了OnClickTest
        TestButton.onClick.AddListener(UniTask.UnityAction(OnClickTest));
    }

    private async UniTaskVoid OnClickTest()
    {
        var res = await GetRequest("https://www.baidu.com/", 2f);
        //var res = await GetRequest("https://www.google.com/", 2f);
        Debug.LogError(res);
    }

    private async UniTask<string> GetRequest(string url, float timeout)
    {
        //这个token会在timeout之后发出取消信号
        var cts = new CancellationTokenSource();
        cts.CancelAfterSlim(TimeSpan.FromSeconds(timeout));

        var (failed, result) = await UnityWebRequest.Get(url).SendWebRequest().
                WithCancellation(cts.Token).SuppressCancellationThrow();
        if (!failed)
        {
            //成功了返回网页内容的开头
            return result.downloadHandler.text.Substring(0, 100);
        }

        return "超时";
    }
}

using Cysharp.Threading.Tasks;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
using UnityEngine.UI;

/// <summary>
/// 切换到主线程
/// </summary>
public class ThreadSample : MonoBehaviour
{
    public Button btn_StandardRun;
    public Button btn_YieldRun;

    private void Start()
    {
        btn_StandardRun.onClick.AddListener(UniTask.UnityAction(OnClickStandardRun));
        btn_YieldRun.onClick.AddListener(UniTask.UnityAction(OnClickYieldRun));
    }

    public async UniTaskVoid OnClickStandardRun()
    {
        int result = 0;

        //切换到其他线程
        await UniTask.RunOnThreadPool(()=> { result = 1; });
        //切换到主线程
        await UniTask.SwitchToMainThread();

        Debug.Log($"计算结束,当前结果为:{result}");
    }

    /// <summary>
    /// 线程中读取文件
    /// </summary>
    private async UniTaskVoid OnClickYieldRun()
    {
        string fileName = Application.streamingAssetsPath + "/Test.txt";
        await UniTask.SwitchToThreadPool();
        string fileContent = await File.ReadAllTextAsync(fileName);
        //调用 UniTask.Yield 会自动切换会主线程
        await UniTask.Yield(PlayerLoopTiming.Update);
        Debug.LogError(fileContent);
    }

}
using Cysharp.Threading.Tasks;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class ForgetSample : MonoBehaviour
{
    public Button StartButton;
    public GameObject Target;
    public const float G = 9.8f;

    public float FallTime = 0.5f;

    private void Start()
    {
        StartButton.onClick.AddListener(OnClickStart);
    }

    /// <summary>
    /// 同步方法中调用异步方法
    /// </summary>
    private void OnClickStart()
    {
        //不需要等待时候就调用Forget
        FallTarget(Target.transform).Forget();
    }

    /// <summary>
    /// 使目标掉落,async UniTaskVoid是async UniTask的轻量级版本
    /// </summary>
    private async UniTaskVoid FallTarget(Transform targetTrans)
    {
        Vector3 startPosition = targetTrans.position;
        float fallTime = 1f;
        float elapsedTime = 0;
        while (elapsedTime <= fallTime)
        {
            elapsedTime += Time.deltaTime;
            float fallY = 0.5f * G * elapsedTime * elapsedTime;
            targetTrans.position = startPosition + Vector3.down * fallY;
            //GetCancellationTokenOnDestroy 表示获取一个依赖对象生命周期的Cancel句柄,
            //当对象被销毁时,将会调用这个Cancel句柄,从而实现取消的功能
            await UniTask.Yield(this.GetCancellationTokenOnDestroy());
        }
    }


}

using Cysharp.Threading.Tasks;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class CallbackSample : MonoBehaviour
{
    public Button CallbackButton;
    public GameObject Target;
    public const float G = 9.8f;

    public event EventHandler OneSecondHandler;

    private void Start()
    {
        CallbackButton.onClick.AddListener(UniTask.UnityAction(OnClickCallback));
        OneSecondHandler += CallbackSample_OneSecondHandler;
    }

    private void CallbackSample_OneSecondHandler(object sender, EventArgs e)
    {
        Debug.Log("1S 事件被触发");
    }

    private async UniTaskVoid OnClickCallback()
    {
        float time = Time.time;
        UniTaskCompletionSource source = new UniTaskCompletionSource();
        FallTarget(Target.transform, source).Forget();
        await source.Task;// UniTaskCompletionSource产生的UnitTask是可以复用的
        Debug.Log($"耗时 {Time.time - time}秒");
    }

    /// <summary>
    /// UniTask运行中执行回调
    /// UniTaskCompletionSource是对UniTask和CancellationToken的封装
    /// </summary>
    private async UniTask FallTarget(Transform targetTrans, UniTaskCompletionSource source)
    {
        Vector3 startPosition = targetTrans.position;
        float fallTime = 2f;
        float elapsedTime = 0;
        while (elapsedTime <= fallTime)
        {
            elapsedTime += Time.deltaTime;
            //当下落时间超过1秒时设置操作
            if (elapsedTime > 1f)
            {
                OneSecondHandler?.Invoke(this,EventArgs.Empty);
                // 表示操作完成
                source.TrySetResult();
                // 失败
                // source.TrySetException(new SystemException());
                // 取消
                // source.TrySetCanceled(someToken);

                // 泛型类UniTaskCompletionSource<T> SetResult是T类型,返回UniTask<T>
            }

            float fallY = 0.5f * G * elapsedTime * elapsedTime;
            targetTrans.position = startPosition + Vector3.down * fallY;
            await UniTask.Yield(this.GetCancellationTokenOnDestroy());
        }
    }

    private void OnDestroy()
    {
        OneSecondHandler -= CallbackSample_OneSecondHandler;
    }
}

using Cysharp.Threading.Tasks;
using Cysharp.Threading.Tasks.Linq;
using System.Collections;
using System.Collections.Generic;
using System.Threading;
using UnityEngine;
using UnityEngine.UI;

public class AsyncReactivePropertySample : MonoBehaviour
{
    public int maxHp = 100;
    public float totalChangeTime = 1f;
    public Text ShowHpText;
    public Text StateText;
    public Text ChangeText;

    public Slider HpSlider;
    public Image HpBarImage;

    public Button HealButton;
    public Button HurtButton;

    private AsyncReactiveProperty<string> currentHpStr;
    private AsyncReactiveProperty<int> currentHp;
    private int maxHeal = 10;
    private int maxHurt = 10;
    private CancellationTokenSource _cancellationTokenSource = new CancellationTokenSource();
    private CancellationTokenSource _linkedTokenSource;

    private void Start()
    {
        // 设置AsyncReactiveProperty
        currentHpStr = new AsyncReactiveProperty<string>($"当前血量:{maxHp}/{maxHp}");
        currentHp = new AsyncReactiveProperty<int>(maxHp);
        HpSlider.maxValue = maxHp;
        HpSlider.value = maxHp;

        currentHp.Subscribe(OnHpChange);
        CheckHpChange(currentHp).Forget();
        CheckFirstLowHp(currentHp).Forget();

        currentHpStr.BindTo(ShowHpText);

        HealButton.onClick.AddListener(OnClickHeal);
        HurtButton.onClick.AddListener(OnClickHurt);

        _linkedTokenSource = CancellationTokenSource.CreateLinkedTokenSource(_cancellationTokenSource.Token,
                this.GetCancellationTokenOnDestroy());

    }

    private void OnClickHeal()
    {
        ChangeHp(Random.Range(0, maxHeal));
    }

    private void OnClickHurt()
    {
        ChangeHp(-Random.Range(0, maxHurt));
    }

    private void ChangeHp(int deltaHp)
    {
        currentHp.Value = Mathf.Clamp(currentHp.Value + deltaHp, 0, maxHp);
        currentHpStr.Value = $"当前血量:{currentHp.Value}/{maxHp}";
    }

    /// <summary>
    /// currentHp变化时修改提示信息
    /// </summary>
    private async UniTaskVoid CheckHpChange(AsyncReactiveProperty<int> hp)
    {
        int hpValue = hp.Value;
        // WithoutCurrent 忽略初始值
        await hp.WithoutCurrent().ForEachAsync((_, index) =>
        {
            ChangeText.text = $"血量发生变化 第{index}次 变化{hp.Value - hpValue}";
            hpValue = hp.Value;
        }, this.GetCancellationTokenOnDestroy());
    }

    /// <summary>
    /// currentHp低于临界值,显示提示信息
    /// </summary>
    private async UniTaskVoid CheckFirstLowHp(AsyncReactiveProperty<int> hp)
    {
        await hp.FirstAsync((value) => value < maxHp * 0.4f, this.GetCancellationTokenOnDestroy());
        StateText.text = "首次血量低于界限,请注意!";
    }

    private async UniTaskVoid OnHpChange(int hp)
    {
        _cancellationTokenSource.Cancel();
        _cancellationTokenSource = new CancellationTokenSource();
        _linkedTokenSource = CancellationTokenSource.CreateLinkedTokenSource(_cancellationTokenSource.Token,
                this.GetCancellationTokenOnDestroy());
        await SyncSlider(hp, _linkedTokenSource.Token);
    }

    /// <summary>
    /// 同步血条
    /// </summary>
    private async UniTask SyncSlider(int hp, CancellationToken token)
    {
        var sliderValue = HpSlider.value;
        float needTime = Mathf.Abs((sliderValue - hp) / maxHp * totalChangeTime);
        float useTime = 0;
        while (useTime < needTime)
        {
            useTime += Time.deltaTime;
            bool result = await UniTask.Yield(PlayerLoopTiming.Update, token)
                .SuppressCancellationThrow();
            if (result)
            {
                return;
            }

            var newValue = (sliderValue + (hp - sliderValue) * (useTime / needTime));
            SetNewValue(newValue);
        }
    }

    private void SetNewValue(float newValue)
    {
        if (!HpSlider) return;
        HpSlider.value = newValue;
        HpBarImage.color = HpSlider.value / maxHp < 0.4f ? Color.red : Color.white;
    }
}

  • 3
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值