示例#1
0
        /// <summary>
        /// 扔到协程中执行
        /// </summary>
        /// <param name="c">协程函数</param>
        /// <param name="owner">如果指明了owner,那么当owner=null时协程将自动被回收不予执行</param>
        /// <param name="f">如果指明了f,那么当有异常时会自动调用f来进行收尾工作,相对于try块的finally语句</param>
        /// <returns></returns>
        public static YCCoroutine DispatchService(IEnumerator c,
                                                  GameObject owner = null, CoroutineErrorCallback f = null)
        {
            YCContext ycc = new YCContext(c, owner);

            // 立刻先执行一把
            try {
                ycc.Step();
            } catch (System.Exception e) {
                // 有报错,需要进行收尾操作,并摘除掉
                ycc.Error();
                UnityEngine.Debug.LogError(e);
                return(null);
            }

            if (ycc.IsFinished())
            // 立刻就执行完毕了,就不要加到队列中
            {
                return(null);
            }

            // 加到队列中继续执行
            queue.Add(ycc);
            return(new YCCoroutine(ycc, owner, f));
        }
示例#2
0
        /// <summary>
        /// 线程调度,每一帧执行一次
        /// </summary>
        public static int Update()
        {
            for (int i = 0; i < queue.Count; i++)
            {
                YCContext c = queue[i];
                try {
                    if (!c.IsFinished())
                    {
                        c.Step();
                    }
                } catch (System.Exception e) {
                    // 有报错,需要进行收尾操作,并摘除掉
                    c.Error();
                    queue.RemoveAt(i);
                    i--;
                    UnityEngine.Debug.LogError(e);
                }

                if (c.IsFinished())
                {
                    // 调度完毕,摘除掉
                    queue.RemoveAt(i);
                    i--;
                }
            }
            return(1);
        }