UniTask/Unity的PlayerLoopTiming触发顺序
开始尝试在项目中使用UniTask,发现其中的UniTask.Yield确实很好用,还可以传入PlayerLoopTiming来更细致的调整代码时机,不过平常在Mono中接触的只有Awake,Start,Update等常用Timing,其他的就没怎么接触了,虽然看名字也大概能明白,但姑且还是测试一下。
测试代码:
using UnityEngine;
using System;
using Cysharp.Threading.Tasks;
public class TestScript : MonoBehaviour{
bool logTiming = false;
async UniTaskVoid TestPlayerLoop(PlayerLoopTiming timing) {
await UniTask.Yield(timing);
Debug.Log($"{timing} -> {Time.frameCount}");
}
private void Awake() {
logTiming = true;
foreach (PlayerLoopTiming timing in Enum.GetValues(typeof(PlayerLoopTiming))) {
//跳过FixUpdate的,因为触发时间可以在Setting里调整,和单帧的逻辑不太一样
if (timing == PlayerLoopTiming.FixedUpdate) {
continue;
}
if (timing == PlayerLoopTiming.LastFixedUpdate) {
continue;
}
TestPlayerLoop(timing).Forget();
}
if (logTiming) {
Debug.Log($"TestScript Awake -> {Time.frameCount}");
}
}
private void OnEnable() {
if (logTiming) {
Debug.Log($"TestScript OnEnable -> {Time.frameCount}");
}
}
void Start()
{
if (logTiming) {
Debug.Log($"TestScript Start -> {Time.frameCount}");
}
}
void Update()
{
if (logTiming) {
Debug.Log($"TestScript Update -> {Time.frameCount}");
}
}
private void LateUpdate() {
if (logTiming) {
Debug.Log($"TestScript LateUpdate -> {Time.frameCount}");
logTiming = false;
}
}
}
结果:
和猜想也大差不差就是了