C#实现unity里面的协程

前两天被人问到Unity里协程实现原理,问的我哑口无言,这几天闲下来特意去查了一下,主要是使用c#的迭代器模式,感觉自己对unity了解还是不够深入啊...

好了,下面是代码,参考了某位前辈的文章https://www.cnblogs.com/yougoo/p/9565704.html

class Program
    {
        static void Main(string[] args)
        {
           
            CoroutineManager.Instance.StartCoroutine(TestIE1());
            CoroutineManager.Instance.StartCoroutine(TestIE2());
            bool start = true;
            while (start)
            {
                Thread.Sleep(Time.deltaMillisecond);
                CoroutineManager.Instance.UpdateCoroutine();
            }

            Console.ReadKey(true);
        }
       
        public static IEnumerator TestIE1()
        {
            yield return new WaitForFrames(5);
            Console.WriteLine("这是第五帧");
        }
        public static IEnumerator TestIE2()
        {
            
            for (int i = 0; i < 3; i++)
            {
                Console.WriteLine(i);
                yield return new WaitForSecond(3);
            }
        }
    }
 public class Time
    {
        public static float deltaTime
        {
            get { return (float)deltaMillisecond / 1000; }
        }

        public static int deltaMillisecond
        {
            get { return 20; }
        }
    }
 public class CoroutineManager
    {
       
        public static CoroutineManager Instance
        {
            get
            {
                if (m_Instance == null)
                {
                    m_Instance = new CoroutineManager();
                }
                return m_Instance;
            }
        }
        private static CoroutineManager m_Instance;
        private LinkedList<IEnumerator> coroutineList = new LinkedList<IEnumerator>();
        public void StartCoroutine(IEnumerator enumerator)
        {
            coroutineList.AddLast(enumerator);
        }
        public void StopCoroutine(IEnumerator enumerator)
        {
            if(coroutineList.Contains(enumerator))
                coroutineList.Remove(enumerator);
            else
                Console.WriteLine("错误,没有需要移除的 IEnumerator");
        }
        public void UpdateCoroutine()
        {
            var node = coroutineList.First;
           
            while (node!=null)
            {
                IEnumerator ie = node.Value;
                bool ret = true;
                if (ie.Current is IWait)
                {
                    IWait wait = (IWait)ie.Current;
                    if (wait.Tick())
                    {
                        ret = ie.MoveNext();
                    }
                   
                }
                else
                {
                    ret= ie.MoveNext();
                }
                if (!ret)
                {
                    coroutineList.Remove(node);
                }
                node = node.Next;
            }
        }
    }
 public interface IWait
    {
        bool Tick();
    }
    public class WaitForSecond:IWait
    {
        private float m_Second = 0;
        public WaitForSecond(float Second)
        {
            this.m_Second = Second;
        }

        public bool Tick()
        {
            m_Second -= Time.deltaTime;
            return m_Second <= 0;
        }
    }

    public class WaitForFrames : IWait
    {
        private int m_Frames = 0;
        public WaitForFrames(int frames)
        {
            this.m_Frames = frames;
        }
        public bool Tick()
        {
            m_Frames -= 1;
            return m_Frames <= 0;
        }
    }

 

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