在处理Unity5新的AssetBundle的时候,我有一个需求,须要在Editor下(比方一个menuitem的处理函数中,游戏没有执行。也没有MonoBehaviour)载入AssetBundle。而载入AssetBundle的时候又须要使用yield return www;这种协程使用方法。
所以就有了一个需求,在Editor下运行协程。我从网上找到一个EditorCoroutine。其代码例如以下:
using UnityEngine;
using UnityEditor;
using System.Collections;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
public static class EditorCoroutineRunner
{
private class EditorCoroutine : IEnumerator
{
private Stack<IEnumerator> executionStack;
public EditorCoroutine(IEnumerator iterator)
{
this.executionStack = new Stack<IEnumerator>();
this.executionStack.Push(iterator);
}
public bool MoveNext()
{
IEnumerator i = this.executionStack.Peek();
if (i.MoveNext())
{
object result = i.Current;
if (result != null && result is IEnumerator)
{
this.executionStack.Push((IEnumerator)result);
}
return true;
}
else
{
if (this.executionStack.Count > 1)
{
this.executionStack.Pop();
return true;
}
}
return false;
}
public void Reset()
{
throw new System.NotSupportedException("This Operation Is Not Supported.");
}
public object Current
{
get { return this.executionStack.Peek().Current; }
}
public bool Find(IEnumerator iterator)
{
return this.executionStack.Contains(iterator);
}
}
private static List<EditorCoroutine> editorCoroutineList;
private static List<IEnumerator> buffer;
public static IEnumerator StartEditorCoroutine(IEnumerator iterator)
{
if (editorCoroutineList == null)
{
// test
editorCoroutineList = new List<EditorCoroutine>();
}
if (buffer == null)
{
buffer = new List<IEnumerator>();
}
if (editorCoroutineList.Count == 0)
{
EditorApplication.update += Update;
}
// add iterator to buffer first
buffer.Add(iterator);
return iterator;
}
private static bool Find(IEnumerator iterator)
{
// If this iterator is already added
// Then ignore it this time
foreach (EditorCoroutine editorCoroutine in editorCoroutineList)
{
if (editorCoroutine.Find(iterator))
{
return true;
}
}
return false;
}
private static void Update()
{
// EditorCoroutine execution may append new iterators to buffer
// Therefore we should run EditorCoroutine first
editorCoroutineList.RemoveAll
(
coroutine => { return coroutine.MoveNext() == false; }
);
// If we have iterators in buffer
if (buffer.Count > 0)
{
foreach (IEnumerator iterator in buffer)
{
// If this iterators not exists
if (!Find(iterator))
{
// Added this as new EditorCoroutine
editorCoroutineList.Add(new EditorCoroutine(iterator));
}
}
// Clear buffer
buffer.Clear();
}
// If we have no running EditorCoroutine
// Stop calling update anymore
if (editorCoroutineList.Count == 0)
{
EditorApplication.update -= Update;
}
}
}
这里须要注意几个地方:
1、EditorApplication.update,这个是一个delegate,能够绑定一个函数,从而在编辑器下运行Update。
2、EditorCoroutineRunner.StartEditorCoroutine(Routine1()); 这样能够在编辑器下开启一个协程。
3、另外一个思路是不使用协程,绑定一个Update函数,然后推断www.isDone来获取AssetBundle。
这个我并没有实际验证。
4、www能够正常的载入出AssetBundle。可是isDone的变量一直为false。额外要注意由于Editor模式下不存在退出游戏清理资源的概念,所以要注意处理已载入的assetbundle的情况,否则可能会报冲突的错误。
5、理论上仅仅支持yield return null这种情况,延时要自己处理。
Unity协程的原理是引擎在特定条件下运行MoveNext运行以下的语句。在上面的代码中无论是延时还是其它的东西,都是每帧运行MoveNext,这样WaitForSeconds这种协程是无效的。
www的情况比較特殊,尽管理论上也是会有问题的。可是确实能够正常的取到结果。