Unity 子线程调用主线程

在Unity中,子线程是无法调用Unity主线程的API的,因为unity不允许这么干。

但是我们可以通过别的途径,实现这一功能。

大致思路:

将子线程中需要调用的函数,通过委托传递给Loom中的委托列表,在Loom中去调用该委托。因为Loom是继承MonoBehavior的,挂载在空物体上面,所以由他去执行委托,自热是没问题的!

详细思路:

  1. 一开始在Unity中创建一个新物体obj,挂上Loom脚本。
  2. Loom中有List<Action> listActions;
  3. 将子线程中的函数,以委托的形式,传递给listActions,Loom在Updata里面,轮询去调用委托。
  4. 巧妙的将子线程无法调用主线程的API 转化为 子线程传递给空物体上面的Loom,在Loom里面去调用委托来调用主线程API。

Loom.cs:

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

public class Loom : MonoBehaviour
{
    //是否已经初始化
    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);
        }
    }

    //单个执行单元(无延迟)
    struct NoDelayedQueueItem
    {
        public Action<object> action;
        public object param;
    }
    //全部执行列表(无延迟)
    List<NoDelayedQueueItem> listNoDelayActions = new List<NoDelayedQueueItem>();


    //单个执行单元(有延迟)
    struct DelayedQueueItem
    {
        public Action<object> action;
        public object param;
        public float time;
    }
    //全部执行列表(有延迟)
    List<DelayedQueueItem> listDelayedActions = new List<DelayedQueueItem>();


    //加入到主线程执行队列(无延迟)
    public static void QueueOnMainThread(Action<object> taction, object param)
    {
        QueueOnMainThread(taction, param, 0f);
    }

    //加入到主线程执行队列(有延迟)
    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 });
            }
        }
    }


    //当前执行的无延时函数链
    List<NoDelayedQueueItem> currentActions = new List<NoDelayedQueueItem>();
    //当前执行的有延时函数链
    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;
        }
    }
}

测试

Text text;

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

void ThreadFun()
{
    // 用Loom的方法在Unity主线程中调用Text组件
    Loom.QueueOnMainThread((param) =>
    {
        text.text = "测试";
    }, null);
}

需要注意的是,应当提前把Loom实例化出来。

其实在上述的测试代码中,在ThreadFun()中调用Loom函数,Loom已经执行了初始化了。

假如这是第一次调用Loom,那么会触发Loom的初始化函数Initialize(),会执行 new GameObject("Loom"),相当于还是在子线程中调用主线程代码,还是行不通 会报错的。所以我们要提前给Loom实例化。

方法有2:

1.手动在场景中创建一个空物体,挂上Loom脚本

2.在游戏启动的时候,主动调用Loom的初始化函数。假设GameManager.cs 是游戏的管理启动脚本

GameManager.cs :

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

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转载自blog.csdn.net/qq_36848370/article/details/106969106