热更新_ToLua学习示例 06_LuaCoroutine2

function CoExample()            
            WaitForSeconds(1)--作者封装的协程等待一秒
            print('WaitForSeconds end time: '.. UnityEngine.Time.time)            
            WaitForFixedUpdate()--等待固定时间更新
            print('WaitForFixedUpdate end frameCount: '..UnityEngine.Time.frameCount)
            WaitForEndOfFrame()--等待一帧
            print('WaitForEndOfFrame end frameCount: '..UnityEngine.Time.frameCount)
            Yield(null)
            print('yield null end frameCount: '..UnityEngine.Time.frameCount)
            Yield(0)
            print('yield(0) end frameCime: '..UnityEngine.Time.frameCount)
            local www = UnityEngine.WWW('http://www.baidu.com')
            Yield(www)
            print('yield(www) end time: '.. UnityEngine.Time.time)
            local s = tolua.tolstring(www.bytes)
            print(s:sub(1, 128))
            print('coroutine over')
        end

        function TestCo()            
            StartCoroutine(CoExample)                                   
        end

        local coDelay = nil

        function Delay()
	        local c = 1

	        while true do
		        WaitForSeconds(1) 
		        print('Count: '..c)
		        c = c + 1
	        end
        end

        function StartDelay()
	        coDelay = StartCoroutine(Delay)            
        end

        function StopDelay()
	        StopCoroutine(coDelay)
            coDelay = nil
        end

这个是ToLua作者全部自己封装的Lua协程,相比上一种,这种方法使用了大量自己封装的类,使得lua协程实现的逻辑跟C#几乎一样,结构相比第一种更加清晰,但是多了类的转化,性能消耗比上一种更大,更推荐使用上一种协程的实现方式。

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转载自blog.csdn.net/m0_74652911/article/details/129923216