[Unity] 子线程怎么传递数据给主线程

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

public class Client : MonoBehaviour
{
    public GameObject Cube;

    string recvMsg = string.Empty;
    string sendMsg = string.Empty;
    private MyCallBack Callback = Empty;
    //空方法
    private static void Empty(string str) { }

    private void Start()
    {
        Application.runInBackground = true;

        try
        {
            SocketSingle.Instance.ClientConnect(ClientCallBack, "127.0.0.1",20336);
            recvMsg = "Connect Success";
        }
        catch (Exception e)
        {
            recvMsg = "Connect failed";
            Debug.LogWarning(e.ToString());return;
        }
    }

    private void Update()
    {

        if (Callback != Empty)
        {
            lock (Callback)
            {
                Callback(recvMsg);
                Callback = Empty;
            }
        }
    }

    private void OnGUI()
    {

        GUILayout.Label(recvMsg);

        sendMsg = GUILayout.TextField(sendMsg);

        if (GUILayout.Button("发送命令"))
        {
            SocketSingle.Instance.ClientSend(sendMsg);
        }

        GUILayout.Space(10);

    }

    private void OnApplicationQuit()
    {
        SocketSingle.Instance.ClientDisconnect();
    }


    //客户端接收函数
    void ClientCallBack(string str)
    {
        recvMsg = str;
        Debug.Log(str);
        Attach(ColorChange);
    }

    //添加回调
    public void Attach(MyCallBack cb)
    {
        if (cb != null)
        {
            lock (Callback)
            {
                Callback += cb;
            }
        }
    }


    void ColorChange(string str)
    {
        int MsgInt = 0;
        if (int.TryParse(str, out MsgInt))
        {
            switch (MsgInt)
            {
                case 1:
                    Cube.GetComponent<MeshRenderer>().material.color = Color.red;
                    break;
                case 2:
                    Cube.GetComponent<MeshRenderer>().material.color = Color.blue;
                    break;
            }
        }
    }

}

 

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