本帖最后由 zzlple 于 2016-6-17 14:18 编辑
有时候我们在编辑器开发时候会遇到要在编辑器中开启协同程序的需求,但是我们发现在editor模式下并没有StartCoroutine的实现,那我们就要造个轮子了,首先我们在Editor实现Update函数保证更新,EditorApplication.update += Update;再利用栈堆或者队列储存存放IEnumerator,这保证了是基于队列的方法进行排列请求,下面是实现的源代码:
using UnityEngine;
using UnityEditor;
using System.Collections;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
public static class EditorCoroutineRunner
{
private class EditorCoroutine : IEnumerator
{
private Stack<IEnumerator> executionStack;
public EditorCoroutine(IEnumerator iterator)
{
this.executionStack = new Stack<IEnumerator>();
this.executionStack.Push(iterator);
}
public bool MoveNext()
{
IEnumerator i = this.executionStack.Peek();
if (i.MoveNext())
{
object result = i.Current;
if (result != null && result is IEnumerator)
{
this.executionStack.Push((IEnumerator)result);
}
return true;
}
else
{
if (this.executionStack.Count > 1)
{
this.executionStack.Pop();
return true;
}
}
return false;
}
public void Reset()
{
throw new System.NotSupportedException("This Operation Is Not Supported.");
}
public object Current
{
get { return this.executionStack.Peek().Current; }
}
public bool Find(IEnumerator iterator)
{
return this.executionStack.Contains(iterator);
}
}
private static List<EditorCoroutine> editorCoroutineList;
private static List<IEnumerator> buffer;
public static IEnumerator StartEditorCoroutine(IEnumerator iterator)
{
if (editorCoroutineList == null)
{
// test
editorCoroutineList = new List<EditorCoroutine>();
}
if (buffer == null)
{
buffer = new List<IEnumerator>();
}
if (editorCoroutineList.Count == 0)
{
EditorApplication.update += Update;
}
// add iterator to buffer first
buffer.Add(iterator);
return iterator;
}
private static bool Find(IEnumerator iterator)
{
// If this iterator is already added
// Then ignore it this time
foreach (EditorCoroutine editorCoroutine in editorCoroutineList)
{
if (editorCoroutine.Find(iterator))
{
return true;
}
}
return false;
}
private static void Update()
{
// EditorCoroutine execution may append new iterators to buffer
// Therefore we should run EditorCoroutine first
editorCoroutineList.RemoveAll
(
coroutine => { return coroutine.MoveNext() == false; }
);
// If we have iterators in buffer
if (buffer.Count > 0)
{
foreach (IEnumerator iterator in buffer)
{
// If this iterators not exists
if (!Find(iterator))
{
// Added this as new EditorCoroutine
editorCoroutineList.Add(new EditorCoroutine(iterator));
}
}
// Clear buffer
buffer.Clear();
}
// If we have no running EditorCoroutine
// Stop calling update anymore
if (editorCoroutineList.Count == 0)
{
EditorApplication.update -= Update;
}
}
}
调用方法如下:
EditorCoroutineRunner.StartEditorCoroutine(IEnumerator ienumerator);
好了本次关于Unity3d Editor编辑器开启协同程序的教程到此结束,有疑问的同学可以研究讨论。
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