using System; using System.Collections; using System.Collections.Generic; using System.Linq; using System.Threading; using UnityEngine; /// /// 异步线程更新ui工具类 /// public class Loom : MonoBehaviour { public static int maxThreads = 8; static int numThreads; private static Loom _current; public static Loom Current { get { Initialize(); return _current; } } //####去除Awake // void Awake() // { // _current = this; // initialized = true; // } static bool initialized; //####作为初始化方法自己调用,可在初始化场景调用一次即可 public static void Initialize() { if (!initialized) { if (!Application.isPlaying) return; initialized = true; GameObject g = new GameObject("Loom"); //####永不销毁 DontDestroyOnLoad(g); _current = g.AddComponent(); } } private List _actions = new List(); public struct DelayedQueueItem { public float time; public Action action; } private List _delayed = new List(); List _currentDelayed = new List(); public static void QueueOnMainThread(Action action) { QueueOnMainThread(action, 0f); } public static void QueueOnMainThread(Action action, float time) { if (time != 0) { if (Current != null) { lock (Current._delayed) { Current._delayed.Add(new DelayedQueueItem { time = Time.time + time, action = action }); } } } else { if (Current != null) { lock (Current._actions) { Current._actions.Add(action); } } } } public static Thread RunAsync(Action a) { Initialize(); while (numThreads >= maxThreads) { Thread.Sleep(1); } Interlocked.Increment(ref numThreads); ThreadPool.QueueUserWorkItem(RunAction, a); return null; } private static void RunAction(object action) { try { ((Action)action)(); } catch { } finally { Interlocked.Decrement(ref numThreads); } } void OnDisable() { if (_current == this) { _current = null; } } // Use this for initialization void Start() { } List _currentActions = new List(); // Update is called once per frame void Update() { lock (_actions) { _currentActions.Clear(); _currentActions.AddRange(_actions); _actions.Clear(); } foreach (var a in _currentActions) { a(); } lock (_delayed) { _currentDelayed.Clear(); _currentDelayed.AddRange(_delayed.Where(d => d.time <= Time.time)); foreach (var item in _currentDelayed) _delayed.Remove(item); } foreach (var delayed in _currentDelayed) { delayed.action(); } } }