using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
using UnityEngine;
namespace Epitome
{
public class Loom : MonoSingleton<Loom>
{
private struct DelayedQueultem
{
public float time;
public Action<object> action;
public object param;
}
private struct NoDelayedQueultem
{
public Action<object> action;
public object param;
}
private List<NoDelayedQueultem> _actions = new List<NoDelayedQueultem>();
private List<NoDelayedQueultem> currentActions = new List<NoDelayedQueultem>();
private List<DelayedQueultem> _delayeds = new List<DelayedQueultem>();
private List<DelayedQueultem> currentDelayeds = new List<DelayedQueultem>();
public static int maxThreads = 8;
private static int numThreads;
public static void QueueOnMainThread(Action<object> action)
{
QueueOnMainThread(action, null, 0f);
}
public static void QueueOnMainThread(Action<object> action,object param)
{
QueueOnMainThread(action, param, 0f);
}
public static void QueueOnMainThread(Action<object> vAction,object vParam, float vTime)
{
if (vTime != 0)
{
lock (Instance._delayeds)
{
Instance._delayeds.Add(new DelayedQueultem { time = Time.time + vTime, action = vAction });
}
}
else
{
lock (Instance._actions)
{
Instance._actions.Add(new NoDelayedQueultem { action = vAction, param = vParam });
}
}
}
public static Thread RunAsync(Action action)
{
if (Loom.Instance == null) return null;
while (numThreads >= maxThreads)
{
Thread.Sleep(1);
}
Interlocked.Increment(ref numThreads);
ThreadPool.QueueUserWorkItem(RunAction, action);
return null;
}
private static void RunAction(object action)
{
try
{
((Action)action)();
}
catch { }
finally { Interlocked.Decrement(ref numThreads); }
}
private void OnDisable()
{
}
private void Start()
{
}
private void Update()
{
if (_actions.Count > 0)
{
lock (_actions)
{
currentActions.Clear();
currentActions.AddRange(_actions);
_actions.Clear();
}
for (int i = 0; i < currentActions.Count; i++)
{
currentActions[i].action(currentActions[i].param);
}
}
if (_delayeds.Count > 0)
{
lock (_delayeds)
{
currentDelayeds.Clear();
currentDelayeds.AddRange(_delayeds.Where(d => d.time <= Time.time));
for (int i = 0; i < currentDelayeds.Count; i++)
{
_delayeds.Remove(currentDelayeds[i]);
}
}
for (int i = 0; i < currentDelayeds.Count; i++)
{
currentDelayeds[i].action(currentDelayeds[i].param);
}
}
}
}
}
Unity Loom多线程
最新推荐文章于 2023-05-31 10:49:29 发布
![](https://img-home.csdnimg.cn/images/20240711042549.png)