Unity实现自己的协程系统
为什么自己实现一套协程系统
协程(Coroutine)是一个强大且灵活的工具,它可以帮助开发者处理异步任务,例如等待某些事件、处理逐帧更新等。在Unity中,协程通常通过IEnumerator来实现,这种机制允许代码在执行过程中暂停和恢复。
然而,Unity原生的协程系统虽然简单易用,但在复杂场景下,例如管理多个协程、处理等待条件、暂停和恢复协程等,会显得力不从心。因此,我设计并实现了一个自定义的协程调度系统,旨在提供更强的控制、调度和扩展性。
系统结构概述
我的系统包括以下几个核心组件:
协程节点(CoroutineNode):用于表示一个协程的执行单元,负责管理协程的状态(暂停、完成)以及等待条件。
协程调度器(CoroutineScheduler):负责调度多个协程的执行顺序、暂停和恢复协程、移除完成的协程。
等待条件(WaitCondition):允许协程在特定条件下暂停执行,直到条件满足。
协程节点设计
协程节点是协程的封装体,主要负责:
维护协程的主体:即IEnumerator。
管理协程的状态:包括是否完成、是否暂停。
等待条件:协程可以通过等待特定条件来决定是否继续执行。
接口结构
/// <summary>
/// 一个协程节点的基础结构
/// </summary>
public interface ICoroutineNode
{
/// <summary>
/// 是否完成
/// </summary>
bool IsFinished { get; set; }
/// <summary>
/// 是否暂停
/// </summary>
bool IsPaused { get; set; }
/// <summary>
/// 枚举器,代表协程的主体
/// </summary>
IEnumerator Fiber { get; }
/// <summary>
/// 协程等待条件
/// </summary>
ICoroutineWaitCondition WaitCondition { get; }
/// <summary>
/// 判断协程是否可以继续执行
/// </summary>
/// <param name="context">自定义上下文</param>
/// <returns></returns>
bool CanContinue(ICoroutineContext context);
/// <summary>
/// 添加一个等待条件
/// </summary>
/// <param name="condition"></param>
void AddWaitCondition(ICoroutineWaitCondition condition);
// 暂停协程
void Pause();
// 恢复协程
void Resume();
}
具体实现
public class CoroutineNode : ICoroutineNode
{
// 协程主体(Fiber)
public IEnumerator Fiber { get; private set; }
// 是否完成
public bool IsFinished { get; set; }
// 是否暂停
public bool IsPaused { get; set; }
// 当前节点的等待条件
private ICoroutineWaitCondition waitCondition = null;
public ICoroutineWaitCondition WaitCondition => waitCondition;
// 构造函数,传入一个协程(Fiber)
public CoroutineNode(IEnumerator fiber)
{
Fiber = fiber;
IsFinished = false;
IsPaused = false;
}
// 添加等待条件
public void AddWaitCondition(ICoroutineWaitCondition condition) => waitCondition = condition;
// 检查等待条件是否满足,决定协程是否可以继续执行
public bool CanContinue(ICoroutineContext context) => waitCondition.IsConditionMet(context);
// 暂停等待条件
public void Pause() => waitCondition.Pause();
// 恢复等待条件
public void Resume() => waitCondition.Resume();
}
协程节点可以灵活管理一个协程的生命周期,并与等待条件解耦,便于扩展和控制。
协程调度器设计
顺序调度器与并行调度器
我的设计中包含两种不同的协程调度器:
顺序调度器(CoroutineSchedulerOrder):按照协程的加入顺序,依次执行每个协程,前一个协程完成后,才开始下一个协程的执行。
并行调度器(CoroutineScheduler):允许多个协程并行执行,每帧都会更新所有未完成的协程。
在并行调度器中的协程,执行顺序不保证,所以不要修改同一份数据.
后续如果继续实现不同类型的调度器,可以轻松地改为工厂模式生产调度器
接口结构
/// <summary>
/// 一个协程调度器的基础结构
/// </summary>
public interface ICoroutineScheduler
{
/// <summary>
/// 剩余协程数量
/// </summary>
int CoroutineCount { get; }
/// <summary>
/// 向调度器中添加协程
/// </summary>
/// <param name="fiber">枚举器</param>
/// <returns></returns>
ICoroutineNode AddCoroutine(IEnumerator fiber);
/// <summary>
/// 暂停一个协程
/// </summary>
/// <param name="coroutine"></param>
void PauseCoroutine(ICoroutineNode coroutine);
/// <summary>
/// 恢复一个协程
/// </summary>
/// <param name="coroutine"></param>
void ResumeCoroutine(ICoroutineNode coroutine);
/// <summary>
/// 移除一个协程
/// </summary>
/// <param name="coroutine"></param>
/// <returns></returns>
ICoroutineNode RemoveCoroutine(ICoroutineNode coroutine);
/// <summary>
/// 移除全部协程
/// </summary>
void RemoveAllCoroutines();
// 更新协程状态,在每帧调用
void UpdateCoroutines(ICoroutineContext context = null);
}
具体实现
并行调度器
/// <summary>
/// 每帧会将列表的所有协程执行一遍,不保证顺序
/// </summary>
public class CoroutineScheduler : ICoroutineScheduler
{
// 用于存储所有协程的队列
private List<ICoroutineNode> coroutineList = new List<ICoroutineNode>();
//被暂停的协程
private HashSet<ICoroutineNode> frozenCoroutineHashSet = new HashSet<ICoroutineNode>();
private List<ICoroutineNode> finishedCoroutines = new List<ICoroutineNode>();
//所剩协程数量
public int CoroutineCount { get => coroutineList.Count; }
// 向调度器中添加协程
public ICoroutineNode AddCoroutine(IEnumerator fiber)
{
if (fiber == null)
{
return null;
}
ICoroutineNode coroutine = new CoroutineNode(fiber); // 创建协程节点
coroutineList.Add(coroutine); // 将节点加入队列
return coroutine;
}
// 停止一个特定的协程,不影响其他协程
public void PauseCoroutine(ICoroutineNode coroutine)
{
coroutine.IsPaused = true;
}
//恢复一个协程
public void ResumeCoroutine(ICoroutineNode coroutine)
{
coroutine.IsPaused = false;
}
/// <summary>
/// 移除一个协程,视为该协程完成了
/// </summary>
/// <param name="coroutine"></param>
/// <returns></returns>
public ICoroutineNode RemoveCoroutine(ICoroutineNode coroutine)
{
coroutine.IsFinished = true;
coroutineList.Remove(coroutine);
return coroutine;
}
// 移除所有协程,视为已完成
public void RemoveAllCoroutines()
{
foreach (var c in coroutineList) c.IsFinished = true;
coroutineList.Clear();
}
// 更新协程状态,在每帧调用
public void UpdateCoroutines(ICoroutineContext context = null)
{
int queueSize = coroutineList.Count;
if (queueSize == 0) return;
foreach (var coroutine in coroutineList)
{
//已完成协程移除列表
if (coroutine.IsFinished)
{
finishedCoroutines.Add(coroutine);
continue;
}
//被暂停协程
if (coroutine.IsPaused)
{
if (frozenCoroutineHashSet.Contains(coroutine)) continue;
if (coroutine.WaitCondition != null)
{
coroutine.Pause();
frozenCoroutineHashSet.Add(coroutine);
}
continue;
}
else if (frozenCoroutineHashSet.Contains(coroutine))//是否是被暂停过的协程要恢复
{
coroutine.Resume();
frozenCoroutineHashSet.Remove(coroutine);
}
if (coroutine.WaitCondition == null)
{
}
else if (!coroutine.CanContinue(context)) continue;
MoveNextCoroutine(coroutine);
}
// 移除已经完成的协程
foreach (var finished in finishedCoroutines)
{
coroutineList.Remove(finished);
}
}
private void MoveNextCoroutine(ICoroutineNode coroutine)
{
// 如果协程可以继续执行,调用 MoveNext() 继续执行协程
if (coroutine.Fiber.MoveNext())
{
System.Object yieldCommand = coroutine.Fiber.Current; // 获取当前协程的返回值
var coroutineWaitCondition = yieldCommand as ICoroutineWaitCondition;
// 如果返回的是等待条件,添加等待条件到协程节点
if (coroutineWaitCondition != null)
coroutine.AddWaitCondition(coroutineWaitCondition);
else
throw new System.Exception("yield return type error");
}
else
{
coroutine.IsFinished = true; // 标记协程已完成
finishedCoroutines.Add(coroutine);
}
}
}
顺序调度器
/// <summary>
/// 协程调度器,管理协程的生命周期和调度
/// 该调度器的协程有执行顺序,前一个协程彻底执行完,下一个协程才开始执行
/// </summary>
public class CoroutineSchedulerOrder : ICoroutineScheduler
{
// 用于存储所有协程的队列
private Queue<ICoroutineNode> coroutineQueue = new Queue<ICoroutineNode>();
//被暂停协程
private ICoroutineNode frozenCoroutineNodeOrder = null;
//所剩协程数量
public int CoroutineCount { get => coroutineQueue.Count; }
// 向调度器中追加协程
public ICoroutineNode AddCoroutine(IEnumerator fiber)
{
if (fiber == null)
{
return null;
}
ICoroutineNode coroutine = new CoroutineNode(fiber); // 创建协程节点
coroutineQueue.Enqueue(coroutine); // 将节点加入队列
return coroutine;
}
// 停止一个特定的协程,这将阻塞后续的协程
public void PauseCoroutine(ICoroutineNode coroutine)
{
coroutine.IsPaused = true;
}
//恢复一个被暂停的协程
public void ResumeCoroutine(ICoroutineNode coroutine)
{
coroutine.IsPaused = false;
}
// 移除一个协程,视为该协程完成了
public ICoroutineNode RemoveCoroutine(ICoroutineNode coroutine)
{
coroutine.IsFinished = true;
var coroutineList = coroutineQueue.ToList();
coroutineList.Remove(coroutine);
coroutineQueue = new Queue<ICoroutineNode>(coroutineList);
return coroutine;
}
// 移除所有协程,视为已完成
public void RemoveAllCoroutines()
{
foreach (var c in coroutineQueue) c.IsFinished = true;
coroutineQueue.Clear();
}
// 更新协程状态,在每帧调用
public void UpdateCoroutines(ICoroutineContext context = null)
{
int queueSize = coroutineQueue.Count;
if (queueSize == 0) return;
ICoroutineNode coroutine = coroutineQueue.Peek(); // 获取队首协程
// 如果协程已完成,从队列中移除
if (coroutine.IsFinished)
{
coroutineQueue.Dequeue();
return;
}
// 如果协程暂停,执行暂停操作,并跳过本帧处理
if (coroutine.IsPaused)
{
if (frozenCoroutineNodeOrder != null && frozenCoroutineNodeOrder == coroutine) return;
if (coroutine.WaitCondition != null)
{
coroutine.Pause();
frozenCoroutineNodeOrder = coroutine; // 记录冻结的协程
}
return;
}
else if (frozenCoroutineNodeOrder != null && frozenCoroutineNodeOrder == coroutine)
{
coroutine.Resume(); // 如果之前被冻结,现在恢复协程
frozenCoroutineNodeOrder = null;
}
if (coroutine.WaitCondition == null)
{
//什么也不用做,走到MoveNextCoroutine进行初始化
}
else if (!coroutine.CanContinue(context)) return; // 检查协程是否满足继续执行的条件
MoveNextCoroutine(coroutine);
}
private void MoveNextCoroutine(ICoroutineNode coroutine)
{
// 如果协程可以继续执行,调用 MoveNext() 继续执行协程
if (coroutine.Fiber.MoveNext())
{
System.Object yieldCommand = coroutine.Fiber.Current; // 获取当前协程的返回值
var coroutineWaitCondition = yieldCommand as ICoroutineWaitCondition;
// 如果返回的是等待条件,添加等待条件到协程节点
if (coroutineWaitCondition != null)
coroutine.AddWaitCondition(coroutineWaitCondition);
else
throw new System.Exception("yield return type error");
}
else
{
coroutine.IsFinished = true; // 标记协程已完成
coroutineQueue.Dequeue(); // 将完成的协程移出队列
}
}
}
等待条件设计
为了增强协程的灵活性,我设计了可扩展等待条件,可以等待特定帧数、时间、或其他协程的完成。
接口结构
// 定义等待条件的结构,实现该接口自定义可 yield return的对象
public interface ICoroutineWaitCondition
{
/// <summary>
/// 判断等待条件是否满足
/// </summary>
/// <param name="context"></param>
/// <returns></returns>
bool IsConditionMet(ICoroutineContext context);
/// <summary>
/// 被暂停时会调用一次
/// </summary>
void Pause();
/// <summary>
/// 被恢复时会调用一次
/// </summary>
void Resume();
}
具体实现
#region 等待条件
// 等待帧的条件类
public class WaitForFrameCondition : ICoroutineWaitCondition
{
private int waitFrame; // 等待帧数
public WaitForFrameCondition(int frame)
{
if (frame <= 0)
{
throw new ArgumentException("Frame must be greater than 0.", nameof(frame));
}
waitFrame = frame;
}
bool ICoroutineWaitCondition.IsConditionMet(ICoroutineContext context)
{
waitFrame--;
return waitFrame < 0;
}
// 无需实现
void ICoroutineWaitCondition.Pause() { }
// 无需实现
void ICoroutineWaitCondition.Resume() { }
}
// 等待时间的条件类
public class WaitForTimeCondition : ICoroutineWaitCondition
{
private float waitTime; // 等待时间
public WaitForTimeCondition(float time)
{
waitTime = time;
}
bool ICoroutineWaitCondition.IsConditionMet(ICoroutineContext context)
{
waitTime -= Time.deltaTime;
return waitTime < 0;
}
// 无需实现
void ICoroutineWaitCondition.Pause() { }
// 无需实现
void ICoroutineWaitCondition.Resume() { }
}
// 等待其他协程完成的条件类
public class WaitForCoroutineCondition : ICoroutineWaitCondition
{
private ICoroutineNode coroutine; // 被依赖的协程节点
public WaitForCoroutineCondition(ICoroutineNode coroutine)
{
this.coroutine = coroutine;
}
// 检查依赖的协程是否已经完成
bool ICoroutineWaitCondition.IsConditionMet(ICoroutineContext context) => coroutine.IsFinished;
// 暂停依赖的协程
void ICoroutineWaitCondition.Pause() => this.coroutine.Pause();
// 恢复依赖的协程
void ICoroutineWaitCondition.Resume() => this.coroutine.Resume();
}
#endregion
预留上下文成员
/// <summary>
/// 这个接口预留,作为拓展使用
/// </summary>
public interface ICoroutineContext
{
//添加内容例如
//当前Unity运行的帧数,运行时间
}
public struct CoroutineContext : ICoroutineContext
{
//添加字段作为拓展
}
示例代码
并行调度器示例
通常我们会有多个调度器实例存在于多个非Mono实例中(比如数据层),多个调度器实例的方法在它们的表现层(继承Mono)或者一个全局的调度器的Update中执行UpdateCoroutines方法,将协程调度出去.
下面的实例代码为方便没有这么做.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CoroutineSchedulerTest : MonoBehaviour
{
CoroutineScheduler c=new CoroutineScheduler();
// Start is called before the first frame update
void Start()
{
c.AddCoroutine(TestTime());
var t = c.AddCoroutine(TestTime1());
c.AddCoroutine(TestCoroutine(t));
}
// Update is called once per frame
void Update()
{
c.UpdateCoroutines();
}
IEnumerator TestTime()
{
yield return new WaitForTimeCondition(3);
Debug.Log("等待三秒");
}
IEnumerator TestTime1()
{
yield return new WaitForTimeCondition(2);
Debug.Log("等待两秒");
}
IEnumerator TestCoroutine(ICoroutineNode c)
{
yield return new WaitForCoroutineCondition(c);
Debug.Log("等待一个协程完成,这里我等待的协程是等待两秒的协程");
}
}
顺序调度器示例
using UnityEngine;
using System.Collections;
public class CoroutineSchedulerOrderTest : MonoBehaviour
{
CoroutineSchedulerOrder coroutineSchedulerOrder = new CoroutineSchedulerOrder();
private void Start()
{
coroutineSchedulerOrder.AddCoroutine(TestFrame());
var t = coroutineSchedulerOrder.AddCoroutine(TestTime());
coroutineSchedulerOrder.AddCoroutine(TestCoroutine(t));
}
private void Update()
{
coroutineSchedulerOrder.UpdateCoroutines();
}
IEnumerator TestFrame()
{
yield return new WaitForFrameCondition(1);
Debug.Log("等待一帧");
}
IEnumerator TestTime()
{
yield return new WaitForTimeCondition(2);
Debug.Log("等待两秒");
}
IEnumerator TestCoroutine(ICoroutineNode c)
{
yield return new WaitForCoroutineCondition(c);
Debug.Log("等待一个协程完成,这里我等待的协程是等待两秒的协程");
}
}
全部代码
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
/// <summary>
/// 一个协程节点的基础结构
/// </summary>
public interface ICoroutineNode
{
/// <summary>
/// 是否完成
/// </summary>
bool IsFinished { get; set; }
/// <summary>
/// 是否暂停
/// </summary>
bool IsPaused { get; set; }
/// <summary>
/// 枚举器,代表协程的主体
/// </summary>
IEnumerator Fiber { get; }
/// <summary>
/// 协程等待条件
/// </summary>
ICoroutineWaitCondition WaitCondition { get; }
/// <summary>
/// 判断协程是否可以继续执行
/// </summary>
/// <param name="context">自定义上下文</param>
/// <returns></returns>
bool CanContinue(ICoroutineContext context);
/// <summary>
/// 添加一个等待条件
/// </summary>
/// <param name="condition"></param>
void AddWaitCondition(ICoroutineWaitCondition condition);
// 暂停协程
void Pause();
// 恢复协程
void Resume();
}
/// <summary>
/// 一个协程调度器的基础结构
/// </summary>
public interface ICoroutineScheduler
{
/// <summary>
/// 剩余协程数量
/// </summary>
int CoroutineCount { get; }
/// <summary>
/// 向调度器中添加协程
/// </summary>
/// <param name="fiber">枚举器</param>
/// <returns></returns>
ICoroutineNode AddCoroutine(IEnumerator fiber);
/// <summary>
/// 暂停一个协程
/// </summary>
/// <param name="coroutine"></param>
void PauseCoroutine(ICoroutineNode coroutine);
/// <summary>
/// 恢复一个协程
/// </summary>
/// <param name="coroutine"></param>
void ResumeCoroutine(ICoroutineNode coroutine);
/// <summary>
/// 移除一个协程
/// </summary>
/// <param name="coroutine"></param>
/// <returns></returns>
ICoroutineNode RemoveCoroutine(ICoroutineNode coroutine);
/// <summary>
/// 移除全部协程
/// </summary>
void RemoveAllCoroutines();
// 更新协程状态,在每帧调用
void UpdateCoroutines(ICoroutineContext context = null);
}
// 定义等待条件的结构,实现该接口自定义可 yield return的对象
public interface ICoroutineWaitCondition
{
/// <summary>
/// 判断等待条件是否满足
/// </summary>
/// <param name="context"></param>
/// <returns></returns>
bool IsConditionMet(ICoroutineContext context);
/// <summary>
/// 被暂停时会调用一次
/// </summary>
void Pause();
/// <summary>
/// 被恢复时会调用一次
/// </summary>
void Resume();
}
/// <summary>
/// 这个接口预留,作为拓展使用
/// </summary>
public interface ICoroutineContext
{
//添加内容例如
//当前Unity运行的帧数,运行时间
}
public struct CoroutineContext : ICoroutineContext
{
//添加字段作为拓展
}
/// <summary>
/// 具体的协程节点实现
/// </summary>
public class CoroutineNode : ICoroutineNode
{
// 协程主体(Fiber)
public IEnumerator Fiber { get; private set; }
// 是否完成
public bool IsFinished { get; set; }
// 是否暂停
public bool IsPaused { get; set; }
// 当前节点的等待条件
private ICoroutineWaitCondition waitCondition = null;
public ICoroutineWaitCondition WaitCondition => waitCondition;
// 构造函数,传入一个协程(Fiber)
public CoroutineNode(IEnumerator fiber)
{
Fiber = fiber;
IsFinished = false;
IsPaused = false;
}
// 添加等待条件
public void AddWaitCondition(ICoroutineWaitCondition condition) => waitCondition = condition;
// 检查等待条件是否满足,决定协程是否可以继续执行
public bool CanContinue(ICoroutineContext context) => waitCondition.IsConditionMet(context);
// 暂停等待条件
public void Pause() => waitCondition.Pause();
// 恢复等待条件
public void Resume() => waitCondition.Resume();
}
/// <summary>
/// 协程调度器,管理协程的生命周期和调度
/// 该调度器的协程有执行顺序,前一个协程彻底执行完,下一个协程才开始执行
/// </summary>
public class CoroutineSchedulerOrder : ICoroutineScheduler
{
// 用于存储所有协程的队列
private Queue<ICoroutineNode> coroutineQueue = new Queue<ICoroutineNode>();
//被暂停协程
private ICoroutineNode frozenCoroutineNodeOrder = null;
//所剩协程数量
public int CoroutineCount { get => coroutineQueue.Count; }
// 向调度器中追加协程
public ICoroutineNode AddCoroutine(IEnumerator fiber)
{
if (fiber == null)
{
return null;
}
ICoroutineNode coroutine = new CoroutineNode(fiber); // 创建协程节点
coroutineQueue.Enqueue(coroutine); // 将节点加入队列
return coroutine;
}
// 停止一个特定的协程,这将阻塞后续的协程
public void PauseCoroutine(ICoroutineNode coroutine)
{
coroutine.IsPaused = true;
}
//恢复一个被暂停的协程
public void ResumeCoroutine(ICoroutineNode coroutine)
{
coroutine.IsPaused = false;
}
// 移除一个协程,视为该协程完成了
public ICoroutineNode RemoveCoroutine(ICoroutineNode coroutine)
{
coroutine.IsFinished = true;
var coroutineList = coroutineQueue.ToList();
coroutineList.Remove(coroutine);
coroutineQueue = new Queue<ICoroutineNode>(coroutineList);
return coroutine;
}
// 移除所有协程,视为已完成
public void RemoveAllCoroutines()
{
foreach (var c in coroutineQueue) c.IsFinished = true;
coroutineQueue.Clear();
}
// 更新协程状态,在每帧调用
public void UpdateCoroutines(ICoroutineContext context = null)
{
int queueSize = coroutineQueue.Count;
if (queueSize == 0) return;
ICoroutineNode coroutine = coroutineQueue.Peek(); // 获取队首协程
// 如果协程已完成,从队列中移除
if (coroutine.IsFinished)
{
coroutineQueue.Dequeue();
return;
}
// 如果协程暂停,执行暂停操作,并跳过本帧处理
if (coroutine.IsPaused)
{
if (frozenCoroutineNodeOrder != null && frozenCoroutineNodeOrder == coroutine) return;
if (coroutine.WaitCondition != null)
{
coroutine.Pause();
frozenCoroutineNodeOrder = coroutine; // 记录冻结的协程
}
return;
}
else if (frozenCoroutineNodeOrder != null && frozenCoroutineNodeOrder == coroutine)
{
coroutine.Resume(); // 如果之前被冻结,现在恢复协程
frozenCoroutineNodeOrder = null;
}
if (coroutine.WaitCondition == null)
{
//什么也不用做,走到MoveNextCoroutine进行初始化
}
else if (!coroutine.CanContinue(context)) return; // 检查协程是否满足继续执行的条件
MoveNextCoroutine(coroutine);
}
private void MoveNextCoroutine(ICoroutineNode coroutine)
{
// 如果协程可以继续执行,调用 MoveNext() 继续执行协程
if (coroutine.Fiber.MoveNext())
{
System.Object yieldCommand = coroutine.Fiber.Current; // 获取当前协程的返回值
var coroutineWaitCondition = yieldCommand as ICoroutineWaitCondition;
// 如果返回的是等待条件,添加等待条件到协程节点
if (coroutineWaitCondition != null)
coroutine.AddWaitCondition(coroutineWaitCondition);
else
throw new System.Exception("yield return type error");
}
else
{
coroutine.IsFinished = true; // 标记协程已完成
coroutineQueue.Dequeue(); // 将完成的协程移出队列
}
}
}
/// <summary>
/// 每帧会将列表的所有协程执行一遍,不保证顺序
/// </summary>
public class CoroutineScheduler : ICoroutineScheduler
{
// 用于存储所有协程的队列
private List<ICoroutineNode> coroutineList = new List<ICoroutineNode>();
//被暂停的协程
private HashSet<ICoroutineNode> frozenCoroutineHashSet = new HashSet<ICoroutineNode>();
private List<ICoroutineNode> finishedCoroutines = new List<ICoroutineNode>();
//所剩协程数量
public int CoroutineCount { get => coroutineList.Count; }
// 向调度器中添加协程
public ICoroutineNode AddCoroutine(IEnumerator fiber)
{
if (fiber == null)
{
return null;
}
ICoroutineNode coroutine = new CoroutineNode(fiber); // 创建协程节点
coroutineList.Add(coroutine); // 将节点加入队列
return coroutine;
}
// 停止一个特定的协程,不影响其他协程
public void PauseCoroutine(ICoroutineNode coroutine)
{
coroutine.IsPaused = true;
}
//恢复一个协程
public void ResumeCoroutine(ICoroutineNode coroutine)
{
coroutine.IsPaused = false;
}
/// <summary>
/// 移除一个协程,视为该协程完成了
/// </summary>
/// <param name="coroutine"></param>
/// <returns></returns>
public ICoroutineNode RemoveCoroutine(ICoroutineNode coroutine)
{
coroutine.IsFinished = true;
coroutineList.Remove(coroutine);
return coroutine;
}
// 移除所有协程,视为已完成
public void RemoveAllCoroutines()
{
foreach (var c in coroutineList) c.IsFinished = true;
coroutineList.Clear();
}
// 更新协程状态,在每帧调用
public void UpdateCoroutines(ICoroutineContext context = null)
{
int queueSize = coroutineList.Count;
if (queueSize == 0) return;
foreach (var coroutine in coroutineList)
{
//已完成协程移除列表
if (coroutine.IsFinished)
{
finishedCoroutines.Add(coroutine);
continue;
}
//被暂停协程
if (coroutine.IsPaused)
{
if (frozenCoroutineHashSet.Contains(coroutine)) continue;
if (coroutine.WaitCondition != null)
{
coroutine.Pause();
frozenCoroutineHashSet.Add(coroutine);
}
continue;
}
else if (frozenCoroutineHashSet.Contains(coroutine))//是否是被暂停过的协程要恢复
{
coroutine.Resume();
frozenCoroutineHashSet.Remove(coroutine);
}
if (coroutine.WaitCondition == null)
{
}
else if (!coroutine.CanContinue(context)) continue;
MoveNextCoroutine(coroutine);
}
// 移除已经完成的协程
foreach (var finished in finishedCoroutines)
{
coroutineList.Remove(finished);
}
}
private void MoveNextCoroutine(ICoroutineNode coroutine)
{
// 如果协程可以继续执行,调用 MoveNext() 继续执行协程
if (coroutine.Fiber.MoveNext())
{
System.Object yieldCommand = coroutine.Fiber.Current; // 获取当前协程的返回值
var coroutineWaitCondition = yieldCommand as ICoroutineWaitCondition;
// 如果返回的是等待条件,添加等待条件到协程节点
if (coroutineWaitCondition != null)
coroutine.AddWaitCondition(coroutineWaitCondition);
else
throw new System.Exception("yield return type error");
}
else
{
coroutine.IsFinished = true; // 标记协程已完成
finishedCoroutines.Add(coroutine);
}
}
}
#region 等待条件
// 等待帧的条件类
public class WaitForFrameCondition : ICoroutineWaitCondition
{
private int waitFrame; // 等待帧数
public WaitForFrameCondition(int frame)
{
if (frame <= 0)
{
throw new ArgumentException("Frame must be greater than 0.", nameof(frame));
}
waitFrame = frame;
}
bool ICoroutineWaitCondition.IsConditionMet(ICoroutineContext context)
{
waitFrame--;
return waitFrame < 0;
}
// 无需实现
void ICoroutineWaitCondition.Pause() { }
// 无需实现
void ICoroutineWaitCondition.Resume() { }
}
// 等待时间的条件类
public class WaitForTimeCondition : ICoroutineWaitCondition
{
private float waitTime; // 等待时间
public WaitForTimeCondition(float time)
{
waitTime = time;
}
bool ICoroutineWaitCondition.IsConditionMet(ICoroutineContext context)
{
waitTime -= Time.deltaTime;
return waitTime < 0;
}
// 无需实现
void ICoroutineWaitCondition.Pause() { }
// 无需实现
void ICoroutineWaitCondition.Resume() { }
}
// 等待其他协程完成的条件类
public class WaitForCoroutineCondition : ICoroutineWaitCondition
{
private ICoroutineNode coroutine; // 被依赖的协程节点
public WaitForCoroutineCondition(ICoroutineNode coroutine)
{
this.coroutine = coroutine;
}
// 检查依赖的协程是否已经完成
bool ICoroutineWaitCondition.IsConditionMet(ICoroutineContext context) => coroutine.IsFinished;
// 暂停依赖的协程
void ICoroutineWaitCondition.Pause() => this.coroutine.Pause();
// 恢复依赖的协程
void ICoroutineWaitCondition.Resume() => this.coroutine.Resume();
}
#endregion