Unity常用协程功能封装

1.前言

unity开发过程中,经常用到一些特定的协程功能,比如延时触发、等待触发、重复操作等。unity自带Invoke以及InvokeRepeating方法,但这些方法均采用反射机制,性能消耗,而且代码混淆时极其容易出错。所以再次对这些功能做以下简单封装。方便后续使用。

2.CoroutineJobCenter

CoroutineJobCenter封装了需要的基本方法。

2.1 延时触发

延时一定时间触发。

        public IEnumerator StartJobDelayed(float delayedTime, Action action)
        {
            yield return new WaitForSeconds(delayedTime);

            if (action != null)
            {
                action();
            }
        }

        public IEnumerator StartJobDelayed<T>(float delayedTime, Action<T> action, T t)
        {
            yield return new WaitForSeconds(delayedTime);

            if (action != null)
            {
                action(t);
            }
        }

2.2 等待触发

等待某一条件返回true时触发,采用unity自带的WaitUntil类。

        public IEnumerator StartJobUntil(Func<bool> funtion, Action action)
        {
            yield return new WaitUntil(funtion);

            if (action != null)
            {
                action();
            }
        }

        public IEnumerator StartJobUntil<T>(Func<bool> funtion, Action<T> action, T t)
        {
            yield return new WaitUntil(funtion);

            if (action != null)
            {
                action(t);
            }
        }

2.3 重复触发

2.3.1 每隔一帧触发,并规定触发次数。

        public IEnumerator RepeatJobPerFrame(int count, Action action)
        {
            for (int i = 0; i < count; i++)
            {
                yield return null;

                if (action != null)
                {
                    action();
                }
            }
        }

        public IEnumerator RepeatJobPerFrame<T>(int count, Action<T> action, T t)
        {
            for (int i = 0; i < count; i++)
            {
                yield return null;

                if (action != null)
                {
                    action(t);
                }
            }
        }

2.3.2 每隔固定时间触发,并规定触发次数。

        public IEnumerator RepeatJobPerTimespan(int count, float interval, Action action)
        {
            yield return new RepeatJobPerTimespan(action, count, interval);
        }
    public class RepeatJobPerTimespan : CustomYieldInstruction
    {
        private Action action;
        private int count;
        private int repeatCount;
        private float timeSpan;
        private float startedTime;

        public override bool keepWaiting
        {
            get
            {
                if (repeatCount >= count)
                {
                    return false;
                }
                else if(Time.time - startedTime >= timeSpan)
                {
                    startedTime = Time.time;
                    repeatCount++;

                    if (action != null)
                    {
                        action();
                    }
                }

                return true;
            }
        }

        public RepeatJobPerTimespan(Action action, int count, float timeSpan)
        {
            this.action = action;
            this.count = count;
            this.timeSpan = timeSpan;
            startedTime = Time.time;
            repeatCount = 0;
        }
    }

2.3.3 规定时间内,间隔触发

注意:
由于间隔多长时间 触发的时间间隔并不精确,所以会影响触发次数。比如每隔两秒执行一次,一共执行六秒。则不会执行三次,因为每次等待两秒,根据判断肯定会超过两秒。所以不会有第三次执行。此时可以适当放宽总时间或者减小时间间隔。

        public IEnumerator RepeatJobInCertainTimeSpan(float timeSpan, float interval, Action action)
        {
            yield return new RepeatJobInCertainTimespan(action, interval, timeSpan);
        }
   public class RepeatJobInCertainTimespan : CustomYieldInstruction
    {
        private Action action;
        private float startTime;
        private float lastJobTime;
        private float interval;
        private float timeSpan;

        public override bool keepWaiting
        {
            get
            {
                if (Time.time - startTime > timeSpan)
                {
                    return false;
                }
                else if (Time.time - lastJobTime >= interval)
                {
                    lastJobTime = Time.time;

                    if (action != null)
                    {
                        action();
                    }
                }
                return true;
            }
        }

        public RepeatJobInCertainTimespan(Action action, float interval, float timeSpan)
        {
            this.action = action;
            this.interval = interval;
            this.timeSpan = timeSpan;
            this.startTime = Time.time;
            this.lastJobTime = Time.time;
        }
    }

2.4 规定的时间内等待触发

这是一个比较常用的方法,比如超时等待。即如果在规定的时间内完成或者超过规定的时间,则进行下一步处理。

        public IEnumerator WaitUntilInCertainTimespan(float timeSpan, Func<bool> function, Action action)
        {
            yield return new WaitUntilInCertaiTime(function, timeSpan);

            if (action != null)
            {
                action();
            }
        }
   public class WaitUntilInCertaiTime : CustomYieldInstruction
    {
        private Func<bool> function;
        private float timeSpan;
        private float startTime;

        public override bool keepWaiting
        {
            get
            {
                if (function() || Time.time - startTime > timeSpan)
                {
                    return false;
                }
                return true;
            }
        }

        public WaitUntilInCertaiTime(Func<bool> function,float timeSpan)
        {
            this.function = function;
            this.timeSpan = timeSpan;
            startTime = Time.time;
        }
    }

3.应用

using CoroutineJob;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class CorountineJobTest : MonoBehaviour
{
    public Button button;

    private bool flag = false;

    private void Start()
    {
        button.onClick.AddListener(OnStateChange);

        //StartCoroutine(CoroutineJobCenter.Instance.StartJobUntil(() => { return flag; }, () =>
        //{
        //    Debug.Log("StartJobUntil");
        //}));

        //StartCoroutine(CoroutineJobCenter.Instance.RepeatJobPerTimespan(5, 2, () =>
        //{
        //    Debug.Log("RepeatJobPerTimespan");
        //}));

        //StartCoroutine(CoroutineJobCenter.Instance.RepeatJobInCertainTimeSpan(6, 1.8f, () =>
        //{
        //    Debug.Log("RepeatJobInCertainTimeSpan");
        //}));

        StartCoroutine(CoroutineJobCenter.Instance.WaitUntilInCertainTimespan(6, () => { return flag; }, () =>
        {
            Debug.Log("RepeatJobInCertainTimeSpan");
        }));
    }

    void OnStateChange()
    {
        flag = true;
    }

}

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