框架核心

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

namespace Framework {
	/// <summary>
	/// 框架核心
	/// </summary>
	public sealed class Core : MonoSingleton<Core> {
		/// <summary>
		/// 调用队列
		/// </summary>
		private static Queue<InvokeObject> m_InvokeQueue;

		protected override void Awake () {
			base.Awake ();

			DontDestroyOnLoad (gameObject);

			m_InvokeQueue = new Queue<InvokeObject> ();
		}

		private void OnDestroy () {
			m_InvokeQueue = null;
		}

		// Update is called once per frame
		void Update () {
			while (m_InvokeQueue.Count > 0) {
				lock (m_InvokeQueue) {
					InvokeObject excuteObject = m_InvokeQueue.Dequeue ();
					excuteObject.callback.Invoke (excuteObject.arg);
				}
			}
		}

		/// <summary>
		/// 子线程调用
		/// </summary>
		/// <param name="callback">回调函数</param>
		/// <param name="arg">回调参数</param>
		/// <returns>返回调用结果</returns>
		public static bool Invoke (Action<object> callback, object arg = null) {
			if (m_InvokeQueue == null)
				return false;

			lock (m_InvokeQueue) {
				InvokeObject excuteObject = new InvokeObject {
					callback = callback,
						arg = arg
				};
				m_InvokeQueue.Enqueue (excuteObject);
			}
			return true;
		}

		/// <summary>
		/// 调用对象
		/// </summary>
		private class InvokeObject {
			/// <summary>
			/// 调用回调
			/// </summary>
			public Action<object> callback;

			/// <summary>
			/// 调用参数
			/// </summary>
			public object arg;
		}
	}

}

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转载自blog.csdn.net/TIANHUNYISHUI/article/details/88814812