IEnumeratorTool
using System; using System.Collections; using System.Collections.Generic; using UnityEngine; public class IEnumeratorTool : MonoBehaviour { /// <summary> /// 压入的action任务 /// </summary> public class ActionTask { public Action willDoAction; public Action callBackAction; } /// <summary> /// 任务队列 /// </summary> static Queue<ActionTask> m_actionTaskQueue = new Queue<ActionTask>(); /// <summary> /// 执行任务 /// </summary> /// <param name="action"></param> /// <param name="callBack"></param> static public void ExecAction(Action action,Action callBack =null) { var task = new ActionTask() { willDoAction = action, callBackAction = callBack }; m_actionTaskQueue.Enqueue(task); } /// <summary> /// 任务队列 /// </summary> static Queue<ActionTask> actionTaskQueueImmediately = new Queue<ActionTask>(); /// <summary> /// 立即执行 /// </summary> static public void ExecActionImmediately(Action action, Action callBack = null) { var task = new ActionTask() { willDoAction = action, callBackAction = callBack }; actionTaskQueueImmediately.Enqueue(task); } // static Dictionary<int, IEnumerator> iEnumeratorDictionary = new Dictionary<int, IEnumerator>(); static Dictionary<int, Coroutine> coroutineDictionary = new Dictionary<int, Coroutine>(); static Queue<int> IEnumeratorQueue = new Queue<int>(); static int counter = -1; static public new int StartCoroutine (IEnumerator ie) { counter++; IEnumeratorQueue.Enqueue(counter); iEnumeratorDictionary[counter] = ie; return counter; } static Queue<int> stopIEIdQueue = new Queue<int>(); static public void StopCoroutine(int id) { stopIEIdQueue.Enqueue(id); } static private bool isStopAllCroutine = false; /// <summary> /// 停止携程 /// </summary> static public void StopAllCroutine() { isStopAllCroutine = true; } #region Tools /// <summary> /// 等待一段时间后执行 /// </summary> /// <param name="f"></param> /// <param name="action"></param> static public void WaitingForExec(float f, Action action) { StartCoroutine(IE_WaitingForExec(f, action)); } static private IEnumerator IE_WaitingForExec(float f, Action action) { yield return new WaitForSeconds(f); if(action!=null) action(); yield break; } #endregion /// <summary> /// 主循环 /// </summary> void Update() { //停止所有携程 if (isStopAllCroutine) { StopAllCoroutines(); isStopAllCroutine = false; } //优先停止携程 while (stopIEIdQueue.Count > 0) { var id = stopIEIdQueue.Dequeue(); if (coroutineDictionary.ContainsKey(id)) { var coroutine = coroutineDictionary[id]; base.StopCoroutine(coroutine); // coroutineDictionary.Remove(id); } else { Debug.LogErrorFormat("此id协程不存在,无法停止:{0}", id); } } //携程循环 if (IEnumeratorQueue.Count > 0) { var id = IEnumeratorQueue.Dequeue(); //取出携程 var ie = iEnumeratorDictionary[id]; iEnumeratorDictionary.Remove(id); //执行携程 var coroutine = base.StartCoroutine(ie); //存入coroutine coroutineDictionary[id] = coroutine; } //主线程循环 立即执行 while (actionTaskQueueImmediately.Count > 0) { var task = actionTaskQueueImmediately.Dequeue(); task.willDoAction(); if (task.callBackAction != null) { task.callBackAction(); } } //主线程循环 if (m_actionTaskQueue.Count > 0) { var task = m_actionTaskQueue.Dequeue(); task.willDoAction(); if (task.callBackAction != null) { task.callBackAction(); } } } }
标签:task,协程,管理工具,public,Unity,static,action,new,id From: https://www.cnblogs.com/weigangblog/p/18206140