Unity使用Loom实现多线程

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在主线程中初始化
 

Loom.Initialize();

新建线程

        Loom.RunAsync(() =>
        {
            //TODO
        });

在其他线程使用主线程

Loom.QueueOnMainThread(()=>{
});

Loom.cs

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 = 6;
    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;
            GameObject g = new GameObject("Loom");
            DontDestroyOnLoad(g);
            _current = g.AddComponent<Loom>();

        }
    }


    private List<Action> _actions = new List<Action>();
    public struct DelayedQueueItem
    {
        public float time;
        public Action action;
    }

    private List<DelayedQueueItem> _delayed = new List<DelayedQueueItem>();

    List<DelayedQueueItem> _currentDelayed = new List<DelayedQueueItem>();

    public static void QueueOnMainThread(Action action)
    {
        QueueOnMainThread(action, 0f);
    }

    public static void QueueOnMainThread(Action action, float time)

    {
        if (time != 0)
        {
            if (Current != null)
            {
                lock (Current._delayed)
                {
                    Current._delayed.Add(new DelayedQueueItem { time = Time.time + time, action = action });
                }
            }
        }
        else
        {
            if (Current != null)
            {
                lock (Current._actions)
                {
                    Current._actions.Add(action);

                }
            }
        }

    }


    public static Thread RunAsync(Action a)
    {
        Initialize();
        while (numThreads >= maxThreads)
        {
            Thread.Sleep(1);

        }
        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;

        }

    }




    List<Action> _currentActions = new List<Action>();


    // Update is called once per frame

    void Update()
    {
        lock (_actions)
        {
            _currentActions.Clear();
            _currentActions.AddRange(_actions);
            _actions.Clear();

        }

        foreach (var a in _currentActions)
        {
            a();

        }

        lock (_delayed)
        {
            _currentDelayed.Clear();
            _currentDelayed.AddRange(_delayed.Where(d => d.time <= Time.time));
            foreach (var item in _currentDelayed)
            {
                _delayed.Remove(item);

            }

        }

        foreach (var delayed in _currentDelayed)
        {
            delayed.action();

        }

    }

}

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