unity扩展MonoBehaviour

using UnityEngine;
using System.Collections.Generic;
using System;
using System.ComponentModel;
using System.Threading;
using System.Collections;


public static class MonoBehaviourExtension
{
    public static void InvokeWaitForSeconds(this MonoBehaviour monoBehaviour, Action action, float time)
    {
        monoBehaviour.StartCoroutine(ActionCoroutine(action, new WaitForSeconds(time)));
    }


    public static void InvokeRepeatingWaitForSeconds(this MonoBehaviour monoBehaviour, Action action, float time, int count = 0xfffffff)
    {
        if (action == null)
            return;


        monoBehaviour.StartCoroutine(RepeatingActionCoroutine(action, new WaitForSeconds(time), count));
    }


    public static void InvokeWaitForEndOfFrame(this MonoBehaviour monoBehaviour, Action action)
    {
        monoBehaviour.StartCoroutine(ActionCoroutine(action, new WaitForEndOfFrame()));
    }


    public static void InvokeWaitForFixedUpdate(this MonoBehaviour monoBehaviour, Action action)
    {
        monoBehaviour.StartCoroutine(ActionCoroutine(action, new WaitForFixedUpdate()));
    }


    public static void InvokeWaitForYieldInstruction(this MonoBehaviour monoBehaviour, Action action, YieldInstruction yieldInstruction)
    {
        monoBehaviour.StartCoroutine(ActionCoroutine(action, yieldInstruction));
    }


    public static void InvokeWaitForYieldInstruction<T>(this MonoBehaviour monoBehaviour, Action<T> action, YieldInstruction yieldInstruction) where T : YieldInstruction
    {
        monoBehaviour.StartCoroutine(ActionCoroutine(action, yieldInstruction));
    }


    private static IEnumerator ActionCoroutine(Action action, YieldInstruction yieldInstruction)
    {
        yield return yieldInstruction;


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


    private static IEnumerator ActionCoroutine<T>(Action<T> action, YieldInstruction yieldInstruction) where T : YieldInstruction
    {
        yield return yieldInstruction;


        if (action != null)
            action(yieldInstruction as T);
    }


    private static IEnumerator RepeatingActionCoroutine(Action action, WaitForSeconds waitForSeconds, int count)
    {
        while (count != 0)
        {
            yield return waitForSeconds;


            action();


            count--;
        }
    }


    #region Invoke
    private static Dictionary<BackgroundWorker, Action> actions = new Dictionary<BackgroundWorker, Action>();


    public static void Invoke(this MonoBehaviour monoBehaviour, Action action, float time)
    {
        if (action == null)
            return;


        BackgroundWorker backgroundWorker = new BackgroundWorker();
        backgroundWorker.DoWork += DoWorkEventHandler;
        backgroundWorker.RunWorkerCompleted += RunWorkerCompletedEventHandler;
        //backgroundWorker.WorkerSupportsCancellation = true;


        actions[backgroundWorker] = action;
        backgroundWorker.RunWorkerAsync((int)(time * 1000));
    }


    private static void DoWorkEventHandler(object sender, DoWorkEventArgs e)
    {
        Thread.Sleep((int)e.Argument);
    }


    private static void RunWorkerCompletedEventHandler(object sender, RunWorkerCompletedEventArgs e)
    {
        //if (e.Cancelled)
        //    return;


        if (e.Error != null)
        {
            Debug.LogException(e.Error);
            return;
        }


        BackgroundWorker backgroundWorker = sender as BackgroundWorker;
        Action action;
        if (actions.TryGetValue(backgroundWorker, out action))
        {
            ThreadHelper.QueueOnMainThread(action);
            actions.Remove(backgroundWorker);
        }
    }
    #endregion
}
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