Unity协程增加开始暂停功能

 关于Unity协程的暂停和开始功能的实验

using System.Collections;
using System.Collections.Generic;
using UnityEngine;



public static class CoroutineExtension
{
    /// <summary>
    ///扩展mono开启协程方法
    /// </summary>
    /// <param name="mono"></param>
    /// <param name="runner"></param>
    /// <returns></returns>
    public static CoroutineController StartMyCoroutine(this MonoBehaviour mono,IEnumerator runner)
    {
        CoroutineController controller = new CoroutineController(mono,runner);
        controller.Start();
        return controller;
    }
}


public class CoroutineController
{
    private static int s_id;
    public static int Id
    {
        get { return s_id; }
        private set { s_id = value; }
    }


    private MonoBehaviour m_mono;

    private MyCoroutine m_myCoroutine;

    private IEnumerator m_runner;
    private Coroutine m_coroutine;


    public CoroutineController(MonoBehaviour mono,IEnumerator runner)
    {
        Id = s_id++;
        this.m_myCoroutine = new MyCoroutine();
        this.m_mono = mono;
        this.m_runner = runner;
    }


    /// <summary>
    /// 更新运行协程
    /// </summary>
    /// <param name="runner"></param>
    /// <returns></returns>
    public bool UpdateIErunner(IEnumerator runner)
    {
        this.m_runner = runner;
        if (this.m_myCoroutine?.m_State== MyCoroutine.CoroutineState.Stop)
            return true;
        else
        {
            Debug.LogWarning("请等待当前协程停止后 再替换运行的协程");
            return false;
        }
    }

    /// <summary>
    /// 启动协程
    /// </summary>
    public void Start()
    {
        this.m_myCoroutine.m_State = MyCoroutine.CoroutineState.Running;
        this.m_coroutine = m_mono.StartCoroutine(this.m_myCoroutine.HelperIE(m_runner));
    }

    /// <summary>
    /// 暂停协程
    /// </summary>
    public void Pause()
    {
        this.m_myCoroutine.m_State = MyCoroutine.CoroutineState.Pause;
        
    }

    /// <summary>
    /// 恢复协程
    /// </summary>
    public void Resume()
    {
        this.m_myCoroutine.m_State = MyCoroutine.CoroutineState.Running;
    }

    /// <summary>
    ///停止协程
    /// </summary>
    public void Stop()
    {
        this.m_myCoroutine.m_State = MyCoroutine.CoroutineState.Stop;
    }

    /// <summary>
    /// 重启协程
    /// </summary>
    public void Restart()
    {
        if (m_coroutine != null) m_mono.StopCoroutine(this.m_coroutine);
        Start();
    }
}





public class MyCoroutine 
{
    
    public enum CoroutineState
    {
        Waitting,
        Running,
        Pause,
        Stop
    }

    public CoroutineState m_State= CoroutineState.Pause;
    /// <summary>
    /// 流程控制
    /// </summary>
    /// <returns></returns>
    public IEnumerator HelperIE(IEnumerator runnner)
    {
        while (m_State == CoroutineState.Waitting) yield return null;
        while (m_State==CoroutineState.Running)
        {
            while (m_State == CoroutineState.Pause) yield return null;
            if (runnner != null && runnner.MoveNext())
                yield return runnner.Current;
            else m_State = CoroutineState.Stop;
            while (m_State == CoroutineState.Pause) yield return null;
        }
        Debug.Log("Coroutine over");
    }

}

本内容转自知乎大佬:https://zhuanlan.zhihu.com/p/331855366

Unity中,协程是一种特殊的函数,可以在执行过程中暂停并在稍后继续执行。协程通常用于处理需要延迟执行或需要分步执行的任务,例如动画、网络请求等。 要暂停协程的执行,可以使用yield语句。yield语句可以将协程暂停,并在满足某个条件后继续执行。常用的yield语句有以下几种: 1. yield return null:暂停协程一帧的时间,然后继续执行。 2. yield return new WaitForSeconds(time):暂停协程指定的时间(以秒为单位),然后继续执行。 3. yield return new WaitForFixedUpdate():暂停协程直到下一次固定更新(FixedUpdate)时才继续执行。 4. yield return StartCoroutine(otherCoroutine):暂停协程启动另一个协程,直到另一个协程执行完毕后才继续执行。 以下是一个示例代码,演示了如何使用协程暂停和继续执行: ```csharp using UnityEngine; using System.Collections; public class CoroutineExample : MonoBehaviour { private IEnumerator coroutine; void Start() { coroutine = MyCoroutine(); StartCoroutine(coroutine); } IEnumerator MyCoroutine() { Debug.Log("Coroutine started"); yield return new WaitForSeconds(2f); Debug.Log("Coroutine paused for 2 seconds"); yield return null; Debug.Log("Coroutine resumed"); } void Update() { if (Input.GetKeyDown(KeyCode.Space)) { if (coroutine != null) { StopCoroutine(coroutine); Debug.Log("Coroutine stopped"); } } } } ``` 在上述示例中,协程MyCoroutine()会在开始时打印一条日志,然后暂停2秒钟,再打印一条日志,最后继续执行并打印最后一条日志。按下空格键会停止协程的执行。
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