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Unity 子線程調用主線程

在Unity中,子線程是無法調用Unity主線程的API的,因為unity不允許這麼幹。

Unity 子線程調用主線程

但是我們可以通過别的途徑,實作這一功能。

大緻思路:

将子線程中需要調用的函數,通過委托傳遞給Loom中的委托清單,在Loom中去調用該委托。因為Loom是繼承MonoBehavior的,挂載在空物體上面,是以由他去執行委托,自熱是沒問題的!

Unity 子線程調用主線程

詳細思路:

  1. 一開始在Unity中建立一個新物體obj,挂上Loom腳本。
  2. Loom中有List<Action> listActions;
  3. 将子線程中的函數,以委托的形式,傳遞給listActions,Loom在Updata裡面,輪詢去調用委托。
  4. 巧妙的将子線程無法調用主線程的API 轉化為 子線程傳遞給空物體上面的Loom,在Loom裡面去調用委托來調用主線程API。

Loom.cs:

using UnityEngine;
using System.Collections.Generic;
using System;
using System.Threading;
using System.Linq;

public class Loom : MonoBehaviour
{
    //是否已經初始化
    static bool isInitialized;

    private static Loom _ins;
    public static Loom ins  {  get  {  Initialize();  return _ins; } }

    void Awake()
    {
        _ins = this;
        isInitialized = true;
    }

    //初始化
    public static void Initialize()
    {
        if (!isInitialized)
        {
            if (!Application.isPlaying)
                return;

            isInitialized = true;
            var obj = new GameObject("Loom");
            _ins = obj.AddComponent<Loom>();
            
            DontDestroyOnLoad(obj);
        }
    }

    //單個執行單元(無延遲)
    struct NoDelayedQueueItem
    {
        public Action<object> action;
        public object param;
    }
    //全部執行清單(無延遲)
    List<NoDelayedQueueItem> listNoDelayActions = new List<NoDelayedQueueItem>();


    //單個執行單元(有延遲)
    struct DelayedQueueItem
    {
        public Action<object> action;
        public object param;
        public float time;
    }
    //全部執行清單(有延遲)
    List<DelayedQueueItem> listDelayedActions = new List<DelayedQueueItem>();


    //加入到主線程執行隊列(無延遲)
    public static void QueueOnMainThread(Action<object> taction, object param)
    {
        QueueOnMainThread(taction, param, 0f);
    }

    //加入到主線程執行隊列(有延遲)
    public static void QueueOnMainThread(Action<object> action, object param, float time)
    {
        if (time != 0)
        {
            lock (ins.listDelayedActions)
            {
                ins.listDelayedActions.Add(new DelayedQueueItem { time = Time.time + time, action = action, param = param });
            }
        }
        else
        {
            lock (ins.listNoDelayActions)
            {
                ins.listNoDelayActions.Add(new NoDelayedQueueItem { action = action, param = param });
            }
        }
    }


    //目前執行的無延時函數鍊
    List<NoDelayedQueueItem> currentActions = new List<NoDelayedQueueItem>();
    //目前執行的有延時函數鍊
    List<DelayedQueueItem> currentDelayed = new List<DelayedQueueItem>();

    void Update()
    {
        if (listNoDelayActions.Count > 0)
        {
            lock (listNoDelayActions)
            {
                currentActions.Clear();
                currentActions.AddRange(listNoDelayActions);
                listNoDelayActions.Clear();
            }
            for (int i = 0; i < currentActions.Count; i++)
            {
                currentActions[i].action(currentActions[i].param);
            }
        }

        if (listDelayedActions.Count > 0)
        {
            lock (listDelayedActions)
            {
                currentDelayed.Clear();
                currentDelayed.AddRange(listDelayedActions.Where(d => Time.time >= d.time ));
                for (int i = 0; i < currentDelayed.Count; i++)
                {
                    listDelayedActions.Remove(currentDelayed[i]);
                }
            }

            for (int i = 0; i < currentDelayed.Count; i++)
            {
                currentDelayed[i].action(currentDelayed[i].param);
            }
        }
    }

    void OnDisable()
    {
        if (_ins == this)
        {
            _ins = null;
        }
    }
}           

測試

Text text;

void Start()
{
   Thread recvThread = new Thread( ThreadFun ) { IsBackground = true };
   recvThread.Start(); 
}

void ThreadFun()
{
    // 用Loom的方法在Unity主線程中調用Text元件
    Loom.QueueOnMainThread((param) =>
    {
        text.text = "測試";
    }, null);
}
           

需要注意的是,應當提前把Loom執行個體化出來。

其實在上述的測試代碼中,在ThreadFun()中調用Loom函數,Loom已經執行了初始化了。

假如這是第一次調用Loom,那麼會觸發Loom的初始化函數Initialize(),會執行 new GameObject("Loom"),相當于還是在子線程中調用主線程代碼,還是行不通 會報錯的。是以我們要提前給Loom執行個體化。

方法有2:

void Start()
{
    Loom.Initialize();
}           

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