Unity Api无法从子线程访问, 但有些操作(例:IO存取文件)又必须子线程运行, 故实现在子线程做耗时操作, 完成后通知主线程更新状态
事件监听方式, 规避回调地狱:https://blog.csdn.net/qq_34987964/article/details/107318813
using System;
using System.Collections;
using System.Collections.Generic;
using System.Threading;
using UnityEngine;
/// <summary>
/// 子线程与主线程交互(委托实现)
/// </summary>
public class Loom : MonoBehaviour
{
private static Loom _instance = null;
//单例模式(此方法只能在主线程调用)
public static void Instance()
{
if (_instance == null)
{
var obj = new GameObject("Loom");
XLuaManager.DontDestroyOnLoad(obj);
obj.AddComponent<Loom>();
}
}
//委托队列
private Queue<Action> asyncQueue = new Queue<Action>();
private Queue<Action> mainQueue = new Queue<Action>();
//线程对象
pr