unity 主线程调用_unity使用多线程

本文介绍如何在Unity中实现主线程调用和多线程操作。通过Loom类,展示了如何创建一个静态辅助类来管理主线程回调和延迟执行任务,以及如何使用ThreadPool进行异步操作。
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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 = 10;

public static int numThreads;

private static Loom _current;

private int _count;

public static Loom Current

{

get

{

Initialize();

return _current;

}

}

void Awake()

{

_current = this;

initialized = true;

}

public static bool initialized;

static void Initialize()

{

if (!initialized)

{

if (!Application.isPlaying) {

return;

}

initialized = true;

var g = new GameObject("Loom");

_current = g.AddComponent();

}

}

private List _actions = new List();

public struct DelayedQueueItem

{

public float time;

public Action action;

}

private List _delayed = new List();

List _currentDelayed = new List();

public static void QueueOnMainThread(Action action)

{

QueueOnMainThread(action, 0f);

}

public static void QueueOnMainThread(Action action, float time)

{

if (time != 0)

{

lock (Current._delayed)

{

Current._delayed.Add(new DelayedQueueItem { time = Time.time + time, action = action });

}

}

else

{

lock (Current._actions)

{

Current._actions.Add(action);

}

}

}

public static Thread RunAsync(Action a)

{

Initialize();

while (numThreads >= maxThreads)

{

Thread.Sleep(1);

}

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 _currentActions = new List();

// Update is called once per frame

void Update() {

lock (_actions) {

_currentActions.Clear();

_currentActions.AddRange(_actions);

_actions.Clear();

}

foreach (var a in _currentActions) {

a();

}

lock (_delayed) {

_currentDelayed.Clear();

_currentDelayed.AddRange(_delayed.Where(d => d.time <= Time.time));

foreach (var item in _currentDelayed) {

_delayed.Remove(item);

}

}

foreach (var delayed in _currentDelayed) {

delayed.action();

}

}

}

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