Loom代码如下:
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;
static void Initialize()
{
if ( !initialized )
{
if ( !Application.isPlaying )
return;
initialized = true;
var g = new GameObject("Loom");
_current = g.AddComponent<Loom>();
}
}
private List<Action> _actions = new List<Action>();
public struct DelayedQueueItem
{
public float time;
public Action action;
}
private List<DelayedQueueItem> _delayed = new List<DelayedQueueItem>();
List<DelayedQueueItem> _currentDelayed = new List<DelayedQueueItem>();
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<Action> _currentActions = new List<Action>();
// 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();
}
}
}
其中主要使用Loom中的两个函数:
Loom.QueueOnMainThread(() => {//切换为主线程
//todo 主线程的something
});
Loom.RunAsync(() =>{//切换为C#线程
//todo C#线程的something
});
在需要切换线程时候调用两个方法即可。