UNITY中有Timer

using UnityEngine;
using System.Collections;
using System.Timers;

public class NewBehaviourScript : MonoBehaviour {

	// Use this for initialization
	void Start () {

        Timer t = new Timer(100);
        t.Elapsed += T_Elapsed_Handle;
        t.Start();
	
	}

    private void T_Elapsed_Handle(object sender, ElapsedEventArgs e)
    {
        Debug.Log("T_Elapsed_Handle" + this.gameObject.name);
    }

  输出:

get_gameObject can only be called from the main thread.

 

看来Coroutin的出现就是为了解决这个问题,方便大家使用,

当然往主线程里Enqeue消息也是可以的

 

百度了一下,找到了Loom这个插件。感觉真的很好用,错误不见了。

这里做下记录。

Loom插件就一个脚本导入到Unity中就行了。具体脚本内容如下

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

    public class Loom :MonoBehaviour
    {
        public static int maxThreads = 8;
        static int numThreads;

        private static Loom _current;
        //private int _count;
        public static Loom Current
        {
            get
            {
                Initialize();
                return _current;
            }
        }

        void Awake()
        {
            _current = this;
            initialized = true;
        }

        static bool initialized;

        public static void Initialize()
        {
            if (!initialized)
            {

                if (!Application.isPlaying)
                    return;
                initialized = true;
                var g = new GameObject("Loom");
                _current = g.AddComponent<Loom>();
#if !ARTIST_BUILD
                UnityEngine.Object.DontDestroyOnLoad(g);
#endif
            }

        }
        public struct NoDelayedQueueItem
        {
            public Action<object> action;
            public object param;
        }

        private List<NoDelayedQueueItem> _actions = new List<NoDelayedQueueItem>();
        public struct DelayedQueueItem
        {
            public float time;
            public Action<object> action;
            public object param;
        }
        private List<DelayedQueueItem> _delayed = new List<DelayedQueueItem>();

        List<DelayedQueueItem> _currentDelayed = new List<DelayedQueueItem>();

        public static void QueueOnMainThread(Action<object> taction, object tparam)
        {
            QueueOnMainThread(taction, tparam, 0f);
        }
        public static void QueueOnMainThread(Action<object> taction, object tparam, float time)
        {
            if (time != 0)
            {
                lock (Current._delayed)
                {
                    Current._delayed.Add(new DelayedQueueItem { time = Time.time + time, action = taction, param = tparam });
                }
            }
            else
            {
                lock (Current._actions)
                {
                    Current._actions.Add(new NoDelayedQueueItem { action = taction, param = tparam });
                }
            }
        }

        public static Thread RunAsync(Action a)
        {
            Initialize();
            while (numThreads >= maxThreads)
            {
                Thread.Sleep(100);
            }
            Interlocked.Increment(ref numThreads);
            ThreadPool.QueueUserWorkItem(RunAction, a);
            return null;
        }

        private static void RunAction(object action)
        {
            try
            {
                ((Action)action)();
            }
            catch
            {
            }
            finally
            {
                Interlocked.Decrement(ref numThreads);
            }

        }


        void OnDisable()
        {
            if (_current == this)
            {

                _current = null;
            }
        }



        // Use this for initialization
        void Start()
        {

        }

        List<NoDelayedQueueItem> _currentActions = new List<NoDelayedQueueItem>();

        // Update is called once per frame
        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 (_delayed.Count > 0)
            {
                lock (_delayed)
                {
                    _currentDelayed.Clear();
                    _currentDelayed.AddRange(_delayed.Where(d => d.time <= Time.time));
                    for (int i = 0; i < _currentDelayed.Count; i++)
                    {
                        _delayed.Remove(_currentDelayed[i]);
                    }
                }

                for (int i = 0; i < _currentDelayed.Count; i++)
                {
                    _currentDelayed[i].action(_currentDelayed[i].param);
                }
            }
        }
    }

  

代码也就100多行,主要是两个比较主要的方法

RunAsync(Action a)和QueueOnMainThread(Action<object> taction, object tparam)

开启一个线程然后在Loom.RunAsyn()中调用需要回到Unity主线程更新界面时调用QueueOnMainThread()即可。简单好用。

 

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